Counter Strike : Global Offensive Source Code
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//===== Copyright 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
//===========================================================================//
#include "tier0/fasttimer.h"
#ifdef _WIN32
#if !defined(_X360)
#include "winlite.h"
#endif
#include "tier0/memdbgon.h" // needed because in release builds crtdbg.h is handled specially if USE_MEM_DEBUG is defined
#include "tier0/memdbgoff.h"
#include <crtdbg.h> // For getting at current heap size
// For maximum compatibility use PSAPI v1
// #define PSAPI_VERSION 1
// #include "psapi.h"
// #pragma comment(lib, "psapi.lib")
#endif
#include "tier1/fmtstr.h"
#include "vstdlib/jobthread.h"
#include "vstdlib/random.h"
#include "server.h"
#include "host_jmp.h"
#include "screen.h"
#include "keys.h"
#include "cdll_int.h"
#include "eiface.h"
#include "sv_main.h"
#include "master.h"
#include "sv_log.h"
#include "shadowmgr.h"
#include "zone.h"
#include "gl_cvars.h"
#include "sv_filter.h"
#include "ivideomode.h"
#include "vprof_engine.h"
#include "iengine.h"
#include "matchmaking/imatchframework.h"
#include "tier2/tier2.h"
#include "enginethreads.h"
#include "steam/steam_api.h"
#include "LoadScreenUpdate.h"
#include "datacache/idatacache.h"
#include "profile.h"
#include "dbginput.h"
#include "filesystem.h"
#include "tier0/microprofiler.h"
#include "checksum_sha1.h"
#if !defined DEDICATED
#include "voice.h"
#include "sound.h"
#include "vaudio/ivaudio.h"
#endif
#include "icvar.h"
#include "sys.h"
#include "client.h"
#include "cl_pred.h"
#include "netconsole.h"
#include "console.h"
#include "view.h"
#include "host.h"
#include "decal.h"
#include "gl_matsysiface.h"
#include "gl_shader.h"
#include "sys_dll.h"
#include "cmodel_engine.h"
#ifndef DEDICATED
#include "con_nprint.h"
#endif
#include "filesystem.h"
#include "filesystem_engine.h"
#include "traceinit.h"
#include "host_saverestore.h"
#include "l_studio.h"
#include "cl_demo.h"
#include "cdll_engine_int.h"
#include "host_cmd.h"
#include "host_state.h"
#include "dt_instrumentation.h"
#include "dt_instrumentation_server.h"
#include "const.h"
#include "bitbuf_errorhandler.h"
#include "soundflags.h"
#include "enginestats.h"
#include "tier1/strtools.h"
#include "testscriptmgr.h"
#include "tmessage.h"
#include "tier0/vprof.h"
#include "tier0/etwprof.h"
#include "tier0/icommandline.h"
#include "materialsystem/imaterialsystemhardwareconfig.h"
#include "MapReslistGenerator.h"
#include "DownloadListGenerator.h"
#include "download.h"
#include "staticpropmgr.h"
#include "GameEventManager.h"
#include "iprediction.h"
#include "netmessages.h"
#include "cl_main.h"
#include "hltvserver.h"
#include "hltvtest.h"
#if defined( REPLAY_ENABLED )
#include "replayserver.h"
#include "replayhistorymanager.h"
#endif
#include "sys_mainwind.h"
#include "host_phonehome.h"
#ifndef DEDICATED
#include "vgui_baseui_interface.h"
#include "cl_steamauth.h"
#endif
#include "sv_remoteaccess.h" // NotifyDedicatedServerUI()
#include "snd_audio_source.h"
#include "sv_steamauth.h"
#include "MapReslistGenerator.h"
#include "DevShotGenerator.h"
#include "sv_plugin.h"
#include "toolframework/itoolframework.h"
#include "ienginetoolinternal.h"
#include "inputsystem/iinputsystem.h"
#include "vgui_askconnectpanel.h"
#include "cvar.h"
#include "saverestoretypes.h"
#include "filesystem/IQueuedLoader.h"
#include "filesystem/IXboxInstaller.h"
#include "soundservice.h"
#include "steam/isteamremotestorage.h"
#include "ConfigManager.h"
#include "materialsystem/idebugtextureinfo.h"
#if defined( _X360 )
#include "xbox/xbox_win32stubs.h"
#endif
#include "engine/ips3frontpanelled.h"
#include "audio_pch.h"
#include "platforminputdevice.h"
#include "status.h"
#ifdef _X360
#include "xbox/xbox_console.h"
#define _XBOX
#include <xtl.h>
#undef _XBOX
#endif
#if defined ( _GAMECONSOLE )
#include "GameUI/IGameUI.h"
#include "vgui_baseui_interface.h"
#endif
#include "matchmaking/mm_helpers.h"
#include "ixboxsystem.h"
#if defined( INCLUDE_SCALEFORM )
#include "scaleformui/scaleformui.h"
#endif
extern IXboxSystem *g_pXboxSystem;
extern ConVar cl_cloud_settings;
#ifndef DEDICATED
extern IVAudio *vaudio;
void *g_pMilesAudioEngineRef;
#endif
#ifdef _PS3
#include "ps3/ps3_helpers.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
void NET_Init( bool bDedicated );
void CL_SetPagedPoolInfo();
extern char *CM_EntityString( void );
bool XBX_SetProfileDefaultSettings( int iController );
extern ConVar host_map;
extern ConVar sv_cheats;
bool g_bDedicatedServerBenchmarkMode = false;
int host_frameticks = 0;
int host_tickcount = 0;
int host_currentframetick = 0;
bool g_bLowViolence = false;
static bool g_bAllowSecureServers = true;
#if defined( INCLUDE_SCALEFORM )
const char g_szDefaultScaleformMovieName[] = "resource/flash/MainUIRootMovie.swf";
const char g_szDefaultScaleformCursorName[] = "resource/flash/Cursor.swf";
#endif
#ifdef USE_SDL
#include "appframework/ilaunchermgr.h"
extern ILauncherMgr *g_pLauncherMgr;
#endif
// Engine player info, no game related infos here
BEGIN_BYTESWAP_DATADESC( player_info_s )
DEFINE_FIELD( version, FIELD_INTEGER64 ),
DEFINE_FIELD( xuid, FIELD_INTEGER64 ),
DEFINE_ARRAY( name, FIELD_CHARACTER, MAX_PLAYER_NAME_LENGTH ),
DEFINE_FIELD( userID, FIELD_INTEGER ),
DEFINE_ARRAY( guid, FIELD_CHARACTER, SIGNED_GUID_LEN + 1 ),
DEFINE_FIELD( friendsID, FIELD_INTEGER ),
DEFINE_ARRAY( friendsName, FIELD_CHARACTER, MAX_PLAYER_NAME_LENGTH ),
DEFINE_FIELD( fakeplayer, FIELD_BOOLEAN ),
DEFINE_FIELD( ishltv, FIELD_BOOLEAN ),
#if defined( REPLAY_ENABLED )
DEFINE_FIELD( isreplay, FIELD_BOOLEAN ),
#endif
DEFINE_ARRAY( customFiles, FIELD_INTEGER, MAX_CUSTOM_FILES ),
DEFINE_FIELD( filesDownloaded, FIELD_INTEGER ),
END_BYTESWAP_DATADESC()
//------------------------------------------
enum
{
FRAME_SEGMENT_INPUT = 0,
FRAME_SEGMENT_CLIENT,
FRAME_SEGMENT_SERVER,
FRAME_SEGMENT_RENDER,
FRAME_SEGMENT_SOUND,
FRAME_SEGMENT_CLDLL,
FRAME_SEGMENT_CMD_EXECUTE,
NUM_FRAME_SEGMENTS,
};
class CFrameTimer
{
public:
void ResetDeltas();
CFrameTimer() : swaptime(0), framestarttime(0), framestarttimeduration(0)
{
m_flFPSVariability = 0;
m_flFPSStdDeviationSeconds = 0;
m_flFPSStdDeviationFrameStartTimeSeconds = 0;
ResetDeltas();
}
void MarkFrameStartTime()
{
double newframestarttime = Sys_FloatTime();
framestarttimeduration = framestarttime ? ( newframestarttime - framestarttime ) : 0.0;
framestarttime = newframestarttime;
}
void MarkFrame();
void StartFrameSegment( int i )
{
starttime[i] = Sys_FloatTime();
}
void EndFrameSegment( int i )
{
double dt = Sys_FloatTime() - starttime[i];
deltas[ i ] += dt;
}
void MarkSwapTime( )
{
double newswaptime = Sys_FloatTime();
frametime = newswaptime - swaptime;
swaptime = newswaptime;
ComputeFrameVariability();
g_EngineStats.SetFrameTime( frametime );
g_EngineStats.SetFPSVariability( m_flFPSVariability );
host_frametime_stddeviation = m_flFPSStdDeviationSeconds;
host_framestarttime_stddeviation = m_flFPSStdDeviationFrameStartTimeSeconds;
host_frameendtime_computationduration = newswaptime - framestarttime;
}
float GetServerSimulationFrameTime()
{
return m_flLastServerTime;
}
private:
enum
{
FRAME_HISTORY_COUNT = 50
};
friend void Host_Speeds();
void ComputeFrameVariability();
double time_base;
double times[9];
double swaptime;
double framestarttime;
double framestarttimeduration;
double frametime;
double m_flFPSVariability;
double m_flFPSStdDeviationSeconds;
double m_flFPSStdDeviationFrameStartTimeSeconds;
double starttime[NUM_FRAME_SEGMENTS];
double deltas[NUM_FRAME_SEGMENTS];
float m_flLastServerTime;
float m_pFrameStartTimeHistory[FRAME_HISTORY_COUNT];
float m_pFrameTimeHistory[FRAME_HISTORY_COUNT];
int m_nFrameTimeHistoryIndex;
};
static CFrameTimer g_HostTimes;
float Host_GetServerSimulationFrameTime()
{
return g_HostTimes.GetServerSimulationFrameTime();
}
//------------------------------------------
float host_time = 0.0;
static ConVar violence_hblood( "violence_hblood","1", 0, "Draw human blood" );
static ConVar violence_hgibs( "violence_hgibs","1", 0, "Show human gib entities" );
static ConVar violence_ablood( "violence_ablood","1", 0, "Draw alien blood" );
static ConVar violence_agibs( "violence_agibs","1", 0, "Show alien gib entities" );
static bool GetDefaultSubtitlesState()
{
return XBX_IsLocalized() && !XBX_IsAudioLocalized();
}
// Marked as FCVAR_USERINFO so that the server can cull CC messages before networking them down to us!!!
ConVar closecaption( "closecaption", GetDefaultSubtitlesState() ? "1" : "0", FCVAR_ARCHIVE | FCVAR_ARCHIVE_GAMECONSOLE, "Enable close captioning." );
ConVar cl_configversion( "cl_configversion", "8", FCVAR_DEVELOPMENTONLY, "Configuration layout version. Bump this to force a reset of the PS3 save game / settings." );
extern ConVar sv_unlockedchapters;
void Snd_Restart_f()
{
#ifndef DEDICATED
extern bool snd_firsttime;
CUtlVector<musicsave_t> music;
// Ask sound system for current music tracks
S_GetCurrentlyPlayingMusic( music );
S_Shutdown();
snd_firsttime = true;
GetBaseLocalClient().ClearSounds();
S_Init();
for ( int i = 0; i < music.Count(); i++ )
{
S_RestartSong( &music[i] );
}
// Do this or else it won't have anything in the cache.
if ( audiosourcecache && sv.GetMapName()[0] )
{
audiosourcecache->LevelInit( sv.GetMapName() );
}
// Flush soundscapes so they don't stop. We don't insert text in the buffer here because
// cl_soundscape_flush is normally cheat-protected.
ConCommand *pCommand = (ConCommand*)dynamic_cast< const ConCommand* >( g_pCVar->FindCommand( "cl_soundscape_flush" ) );
if ( pCommand )
{
char const *argv[ 1 ] = { "cl_soundscape_flush" };
CCommand cmd( 1, argv, kCommandSrcCode );
pCommand->Dispatch( cmd );
}
#ifndef NO_VOICE
Voice_ForceInit();
#endif // NO_VOICE
#endif
}
void Snd_Restart_Cmd()
{
if( !sv_cheats.GetBool() )
{
Msg("Warning: The console command \"snd_restart\" will not work with sv_cheats 0\n");
return;
}
Snd_Restart_f();
}
static ConCommand snd_restart( "snd_restart", Snd_Restart_Cmd, "Restart sound system." );
// In other C files.
void Shader_Shutdown( void );
void R_Shutdown( void );
bool g_bAbortServerSet = false;
#ifdef _WIN32
static bool s_bInitPME = false;
#endif
static ConVar mem_test_quiet( "mem_test_quiet", "0", 0, "Don't print stats when memtesting" );
static ConVar mem_test_each_frame( "mem_test_each_frame", "0", 0, "Run heap check at end of every frame\n" );
extern void Host_PrintMemoryStatus( const char *mapname );
const char *GetMapName( void )
{
static char mapname[ 256 ];
const char *pTest = sv.GetMapName();
if ( !pTest || !pTest[0] )
{
// possibly at menu
pTest = "nomap";
}
Q_FileBase( pTest, mapname, sizeof( mapname ) );
return mapname;
}
CON_COMMAND( mem_dump, "Dump memory stats to text file." )
{
ConMsg("Writing memory stats to file memstats.txt\n");
const char *mapname = GetMapName();
Host_PrintMemoryStatus( mapname );
g_pMemAlloc->DumpStatsFileBase( mapname );
// Dump memory about other memory, chiefly from CMemoryStack.
DumpMemoryInfoStats();
}
CON_COMMAND( mem_verify, "Verify the validity of the heap" )
{
g_pMemAlloc->heapchk();
}
CON_COMMAND( mem_compact, "" )
{
g_pMemAlloc->CompactHeap();
}
CON_COMMAND( mem_incremental_compact, "" )
{
g_pMemAlloc->CompactIncremental();
}
CON_COMMAND( mem_eat, "" )
{
MemAlloc_Alloc( 1024*1024 );
}
ConVar mem_incremental_compact_rate( "mem_incremental_compact_rate", ".5", FCVAR_CHEAT, "Rate at which to attempt internal heap compation" );
static bool MemTest()
{
bool verbose = ( !mem_test_quiet.GetBool() && !mem_test_each_frame.GetBool() );
if ( verbose )
{
Msg( "\nBegin mem_test\n" );
Host_PrintMemoryStatus( GetMapName() );
}
bool result = g_pMemAlloc->CrtCheckMemory() ? true : false;
if ( verbose )
{
Msg( "\nEnd mem_test\n" );
}
return result;
}
CON_COMMAND( mem_test, "" )
{
MemTest();
}
static ConVar mem_test_every_n_seconds( "mem_test_every_n_seconds", "0", 0, "Run heap check at a specified interval\n" );
static ConVar singlestep( "singlestep", "0", FCVAR_CHEAT, "Run engine in single step mode ( set next to 1 to advance a frame )" );
static ConVar next( "next", "0", FCVAR_CHEAT, "Set to 1 to advance to next frame ( when singlestep == 1 )" );
// Print a debug message when the client or server cache is missed
ConVar host_showcachemiss( "host_showcachemiss", "0", 0, "Print a debug message when the client or server cache is missed." );
static ConVar mem_dumpstats( "mem_dumpstats", "0", 0, "Dump current and max heap usage info to console at end of frame ( set to 2 for continuous output )\n" );
static ConVar host_ShowIPCCallCount( "host_ShowIPCCallCount", "0", 0, "Print # of IPC calls this number of times per second. If set to -1, the # of IPC calls is shown every frame." );
ConVar vprof_server_spike_threshold( "vprof_server_spike_threshold", "999.0" );
ConVar vprof_server_thread( "vprof_server_thread", "0" );
#if defined( RAD_TELEMETRY_ENABLED )
static void OnChangeTelemetryPause ( IConVar *var, const char *pOldValue, float flOldValue )
{
TM_PAUSE( TELEMETRY_LEVEL0, 1 );
}
static void OnChangeTelemetryResume ( IConVar *var, const char *pOldValue, float flOldValue )
{
TM_PAUSE( TELEMETRY_LEVEL0, 0 );
}
static void OnChangeTelemetryLevel ( IConVar *var, const char *pOldValue, float flOldValue )
{
char* pIEnd;
const char *pLevel = (( ConVar* )var)->GetString();
TelemetrySetLevel( strtoul( pLevel, &pIEnd, 0 ) );
}
static void OnChangeTelemetryFrameCount ( IConVar *var, const char *pOldValue, float flOldValue )
{
char* pIEnd;
const char *pFrameCount = (( ConVar* )var)->GetString();
g_Telemetry.FrameCount = strtoul( pFrameCount, &pIEnd, 0 );
Msg( " TELEMETRY: Setting Telemetry FrameCount: '%d'\n", g_Telemetry.FrameCount );
}
static void OnChangeTelemetryServer ( IConVar *var, const char *pOldValue, float flOldValue )
{
const char *pServerAddress = (( ConVar* )var)->GetString();
Q_strncpy( g_Telemetry.ServerAddress, pServerAddress, ARRAYSIZE( g_Telemetry.ServerAddress ) );
Msg( " TELEMETRY: Setting Telemetry server: '%s'\n", pServerAddress );
}
static void OnChangeTelemetryZoneFilterVal ( IConVar *var, const char *pOldValue, float flOldValue )
{
char* pIEnd;
const char *pFilterValue = (( ConVar* )var)->GetString();
g_Telemetry.ZoneFilterVal = strtoul( pFilterValue, &pIEnd, 0 );
Msg( " TELEMETRY: Setting Telemetry ZoneFilterVal: '%d'\n", g_Telemetry.ZoneFilterVal );
}
static void OnChangeTelemetryDemoStart ( IConVar *var, const char *pOldValue, float flOldValue )
{
char* pIEnd;
const char *pVal = (( ConVar* )var)->GetString();
g_Telemetry.DemoTickStart = strtoul( pVal, &pIEnd, 0 );
if( g_Telemetry.DemoTickStart > 2000 )
{
char cmd[ 256 ];
// If we're far away from the start of the demo file, then jump to ~1000 ticks before.
Q_snprintf( cmd, sizeof( cmd ), "demo_gototick %d", g_Telemetry.DemoTickStart - 1000 );
Cbuf_AddText( Cbuf_GetCurrentPlayer(), cmd, kCommandSrcCode, 100 );
}
Msg( " TELEMETRY: Setting Telemetry DemoTickStart: '%d'\n", g_Telemetry.DemoTickStart );
}
static void OnChangeTelemetryDemoEnd ( IConVar *var, const char *pOldValue, float flOldValue )
{
char* pIEnd;
const char *pVal = (( ConVar* )var)->GetString();
g_Telemetry.DemoTickEnd = strtoul( pVal, &pIEnd, 0 );
Msg( " TELEMETRY: Setting Telemetry DemoTickEnd: '%d'\n", g_Telemetry.DemoTickEnd );
}
ConVar telemetry_pause( "telemetry_pause", "0", FCVAR_RELEASE, "Pause Telemetry", OnChangeTelemetryPause );
ConVar telemetry_resume( "telemetry_resume", "0", FCVAR_RELEASE, "Resume Telemetry", OnChangeTelemetryResume );
ConVar telemetry_filtervalue( "telemetry_filtervalue", "500", FCVAR_RELEASE, "Set Telemetry ZoneFilterVal (MicroSeconds)", OnChangeTelemetryZoneFilterVal );
ConVar telemetry_framecount( "telemetry_framecount", "0", 0, "Set Telemetry count of frames to capture", OnChangeTelemetryFrameCount );
ConVar telemetry_level( "telemetry_level", "0", FCVAR_RELEASE, "Set Telemetry profile level: 0 being off. Hight bit set for mask: 0x8#######", OnChangeTelemetryLevel );
ConVar telemetry_server( "telemetry_server", "localhost", FCVAR_RELEASE, "Set Telemetry server", OnChangeTelemetryServer );
ConVar telemetry_demostart( "telemetry_demostart", "0", 0, "When playing demo, start telemetry on tick #", OnChangeTelemetryDemoStart );
ConVar telemetry_demoend( "telemetry_demoend", "0", 0, "When playing demo, stop telemetry on tick #", OnChangeTelemetryDemoEnd );
#endif
static unsigned g_MainThreadId = ThreadGetCurrentId();
extern bool gfBackground;
static bool host_checkheap = false;
CCommonHostState host_state;
//-----------------------------------------------------------------------------
#if defined(_X360)
static bool g_bGimped = false;
static int64 *g_pRange1 = NULL;
static int64 *g_pRange2 = NULL;
CON_COMMAND(cache_gimp, "Gimp the cache")
{
if ( g_bGimped )
{
XUnlockL2( XLOCKL2_INDEX_XPS );
XUnlockL2( XLOCKL2_INDEX_TITLE );
XPhysicalFree( g_pRange1 );
XPhysicalFree( g_pRange2 );
g_pRange1 = g_pRange2 = NULL;
g_bGimped = false;
}
else
{
g_pRange1 = ( int64* )XPhysicalAlloc( XLOCKL2_LOCK_SIZE_2_WAYS, MAXULONG_PTR, XLOCKL2_LOCK_SIZE_2_WAYS, PAGE_READWRITE | MEM_LARGE_PAGES );
g_pRange2 = ( int64* )XPhysicalAlloc( XLOCKL2_LOCK_SIZE_2_WAYS, MAXULONG_PTR, XLOCKL2_LOCK_SIZE_2_WAYS, PAGE_READWRITE | MEM_LARGE_PAGES );
g_bGimped = true;
XLockL2( XLOCKL2_INDEX_XPS, g_pRange1, XLOCKL2_LOCK_SIZE_2_WAYS, XLOCKL2_LOCK_SIZE_2_WAYS, 0 );
XLockL2( XLOCKL2_INDEX_TITLE, g_pRange2, XLOCKL2_LOCK_SIZE_2_WAYS, XLOCKL2_LOCK_SIZE_2_WAYS, 0 );
for ( int i = 0; i < XLOCKL2_LOCK_SIZE_2_WAYS/8; i++ )
{
g_pRange1[i] = 0;
g_pRange2[i] = 0;
}
}
}
#endif
//-----------------------------------------------------------------------------
enum HostThreadMode
{
HTM_DISABLED,
HTM_DEFAULT,
HTM_FORCED,
};
// On the PS3, we want host_thead_mode and threaded_sound off.
ConVar host_thread_mode( "host_thread_mode", ( IsPlatformX360() || IsPlatformPS3() ) ? "1" : "0", FCVAR_DEVELOPMENTONLY, "Run the host in threaded mode, (0 == off, 1 == if multicore, 2 == force)" );
ConVar host_threaded_sound( "host_threaded_sound", ( IsPlatformX360() || IsPlatformPS3()) ? "1" : "0", 0, "Run the sound on a thread (independent of mix)" );
ConVar host_threaded_sound_simplethread( "host_threaded_sound_simplethread", ( IsPlatformPS3()) ? "1" : "0", 0, "Run the sound on a simple thread not a jobthread" );
extern ConVar threadpool_affinity;
void OnChangeThreadAffinity( IConVar *var, const char *pOldValue, float flOldValue )
{
if ( g_pThreadPool->NumThreads() )
{
g_pThreadPool->Distribute( threadpool_affinity.GetBool() );
}
}
ConVar threadpool_affinity( "threadpool_affinity", "1", 0, "Enable setting affinity", 0, 0, 0, 0, &OnChangeThreadAffinity );
extern ConVar threadpool_reserve;
CThreadEvent g_ReleaseThreadReservation( true );
CInterlockedInt g_NumReservedThreads;
void ThreadPoolReserverFunction()
{
g_ReleaseThreadReservation.Wait();
--g_NumReservedThreads;
}
void ReserveThreads( int nToReserve )
{
nToReserve = clamp( nToReserve, 0, g_pThreadPool->NumThreads() );
g_ReleaseThreadReservation.Set();
while ( g_NumReservedThreads != 0 )
{
ThreadSleep( 0 );
}
g_ReleaseThreadReservation.Reset();
while ( nToReserve-- )
{
g_NumReservedThreads++;
g_pThreadPool->QueueCall( &ThreadPoolReserverFunction )->Release();
}
Msg( "%d threads being reserved\n", (int)g_NumReservedThreads );
}
void OnChangeThreadReserve( IConVar *var, const char *pOldValue, float flOldValue )
{
ReserveThreads( threadpool_reserve.GetInt() );
}
ConVar threadpool_reserve( "threadpool_reserve", "0", 0, "Consume the specified number of threads in the thread pool", 0, 0, 0, 0, &OnChangeThreadReserve );
CON_COMMAND( threadpool_cycle_reserve, "Cycles threadpool reservation by powers of 2" )
{
int nCores = g_pThreadPool->NumThreads() + 1;
int nAvailableCores = nCores - g_NumReservedThreads;
Assert( nAvailableCores );
int ratio = nCores / nAvailableCores;
ratio *= 2;
if ( ratio > nCores )
{
ReserveThreads( 0 );
}
else
{
ReserveThreads( nCores - nCores / ratio );
}
}
CON_COMMAND( thread_test_tslist, "" )
{
int nLengthList = ( args.ArgC() == 1 ) ? 1 : atoi( args.Arg( 1 ) );
int nTests = ( args.ArgC() == 2 ) ? 1 : atoi( args.Arg( 2 ) );
RunTSListTests( nLengthList, nTests );
}
CON_COMMAND( thread_test_tsqueue, "" )
{
int nLengthList = ( args.ArgC() < 2 ) ? 10000 : atoi( args.Arg( 1 ) );
int nTests = ( args.ArgC() < 3 ) ? 1 : atoi( args.Arg( 2 ) );
RunTSQueueTests( nLengthList, nTests );
}
CON_COMMAND( threadpool_run_tests, "" )
{
int nTests = ( args.ArgC() == 1 ) ? 1 : atoi( args.Arg( 1 ) );
for ( int i = 0; i < nTests; i++ )
{
RunThreadPoolTests();
}
}
//-----------------------------------------------------------------------------
/*
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.
*/
// Ear position + orientation
#ifndef DEDICATED
CAudioState s_AudioState;
bool CAudioState::IsAnyPlayerUnderwater() const
{
FOR_EACH_VALID_SPLITSCREEN_PLAYER( i )
{
ACTIVE_SPLITSCREEN_PLAYER_GUARD( i );
if ( GetPerUser().m_bIsUnderwater )
return true;
}
return false;
}
AudioState_t &CAudioState::GetPerUser( int nSlot /*= -1*/ )
{
if ( nSlot == -1 )
{
ASSERT_LOCAL_PLAYER_RESOLVABLE();
return m_PerUser[ GET_ACTIVE_SPLITSCREEN_SLOT() ];
}
return m_PerUser[ nSlot ];
}
const AudioState_t &CAudioState::GetPerUser( int nSlot /*= -1*/ ) const
{
if ( nSlot == -1 )
{
ASSERT_LOCAL_PLAYER_RESOLVABLE();
return m_PerUser[ GET_ACTIVE_SPLITSCREEN_SLOT() ];
}
return m_PerUser[ nSlot ];
}
#endif // DEDICATED
engineparms_t host_parms;
bool host_initialized = false; // true if into command execution
float host_frametime = 0.0f;
float host_frametime_unbounded = 0.0f;
float host_frametime_stddeviation = 0.0f;
float host_framestarttime_stddeviation = 0.0f;
float host_frameendtime_computationduration = 0.0f;
float host_frametime_unscaled = 0.0f;
double realtime = 0; // without any filtering or bounding
double host_idealtime = 0; // "ideal" server time assuming perfect tick rate
float host_nexttick = 0; // next server tick in this many ms
float host_jitterhistory[128] = { 0 };
unsigned int host_jitterhistorypos = 0;
int host_framecount;
static int host_hunklevel;
CGameClient *host_client; // current client
jmp_buf host_abortserver;
jmp_buf host_enddemo;
static ConVar host_profile( "host_profile","0" );
ConVar skill( "skill","1", FCVAR_ARCHIVE, "Game skill level (1-3).", true, 1, true, 3 ); // 1 - 3
ConVar host_timescale( "host_timescale","1.0", FCVAR_REPLICATED | FCVAR_CHEAT, "Prescale the clock by this amount." );
ConVar host_limitlocal( "host_limitlocal", "0", 0, "Apply cl_cmdrate and cl_updaterate to loopback connection" );
ConVar host_framerate( "host_framerate","0", FCVAR_REPLICATED | FCVAR_CHEAT, "Set to lock per-frame time elapse." );
ConVar host_speeds( "host_speeds","0", 0, "Show general system running times." ); // set for running times
ConVar developer( "developer", "0", FCVAR_RELEASE, "Set developer message level");
ConVar deathmatch( "deathmatch","0", FCVAR_NOTIFY, "Running a deathmatch server." ); // 0, 1, or 2
ConVar coop( "coop","0", FCVAR_NOTIFY, "Cooperative play." ); // 0 or 1
ConVar r_ForceRestore( "r_ForceRestore", "0", 0 );
CON_COMMAND_F( display_elapsedtime, "Displays how much time has elapsed since the game started", FCVAR_CHEAT )
{
Msg( "Elapsed time: %.2f\n", realtime );
}
CON_COMMAND( host_timer_report, "Spew CPU timer jitter for the last 128 frames in microseconds (dedicated only)" )
{
if ( sv.IsDedicated() )
{
for (int i = 1; i <= ARRAYSIZE( host_jitterhistory ); ++i)
{
unsigned int slot = ( i + host_jitterhistorypos ) % ARRAYSIZE( host_jitterhistory );
Msg( "%7d\n", ( int ) ( host_jitterhistory[ slot ] * 1000000 ) );
}
}
}
ConVar host_runframe_input_parcelremainder( "host_runframe_input_parcelremainder", "1" ); //putting this on a ConVar only because we're shipping so soon
#ifndef DEDICATED
void CL_CheckToDisplayStartupMenus(); // in cl_main.cpp
#endif
bool GetFileFromRemoteStorage( ISteamRemoteStorage *pRemoteStorage, const char *pszRemoteFileName, const char *pszLocalFileName, char const *pathID )
{
bool bSuccess = false;
// check if file exists in Steam Cloud first
int32 nFileSize = pRemoteStorage->GetFileSize( pszRemoteFileName );
if ( nFileSize > 0 )
{
CUtlMemory<char> buf( 0, nFileSize );
if ( pRemoteStorage->FileRead( pszRemoteFileName, buf.Base(), nFileSize ) == nFileSize )
{
FileHandle_t hFile = g_pFileSystem->Open( pszLocalFileName, "wb", pathID );
if( hFile )
{
bSuccess = g_pFileSystem->Write( buf.Base(), nFileSize, hFile ) == nFileSize;
g_pFileSystem->Close( hFile );
if ( bSuccess )
{
DevMsg( "[Cloud]: SUCCEESS retrieved %s from remote storage into %s\n", pszRemoteFileName, pszLocalFileName );
}
else
{
DevMsg( "[Cloud]: FAILED retrieved %s from remote storage into %s\n", pszRemoteFileName, pszLocalFileName );
}
}
}
}
return bSuccess;
}
void CCommonHostState::SetWorldModel( model_t *pModel )
{
if ( worldmodel == pModel )
return;
worldmodel = pModel;
if ( pModel )
{
worldbrush = pModel->brush.pShared;
}
else
{
worldbrush = NULL;
}
}
#ifndef DEDICATED
void Host_SetAudioState( const AudioState_t &audioState )
{
memcpy( &s_AudioState.GetPerUser(), &audioState, sizeof(AudioState_t) );
}
#endif
bool Host_IsLocalServer()
{
return sv.IsActive();
}
bool Host_IsSinglePlayerGame( void )
{
if ( sv.IsActive() )
{
return !sv.IsMultiplayer();
}
else
{
#ifdef DEDICATED
return false;
#else
return GetBaseLocalClient().m_nMaxClients == 1;
#endif
}
}
/*
================
Host_EndGame
================
*/
void Host_EndGame (bool bShowMainMenu, const char *message, ...)
{
va_list argptr;
char string[1024];
va_start (argptr,message);
Q_vsnprintf (string,sizeof(string),message,argptr);
va_end (argptr);
ConMsg ("Host_EndGame: %s\n",string);
#ifndef DEDICATED
scr_disabled_for_loading = true;
int oldn = GetBaseLocalClient().demonum;
GetBaseLocalClient().demonum = -1;
#endif
Host_Disconnect(bShowMainMenu);
#ifndef DEDICATED
GetBaseLocalClient().demonum = oldn;
#endif
if ( sv.IsDedicated() )
{
Sys_Error ("Host_EndGame: %s\n",string); // dedicated servers exit
return;
}
bool bDemoEnd = false;
#ifndef DEDICATED
if (GetBaseLocalClient().demonum != -1)
{
bDemoEnd = true;
}
#endif
if ( bDemoEnd )
{
#ifndef DEDICATED
CL_NextDemo ();
#endif
longjmp (host_enddemo, 1);
}
else
{
#ifndef DEDICATED
scr_disabled_for_loading = false;
#endif
if ( g_bAbortServerSet )
{
longjmp (host_abortserver, 1);
}
}
}
/*
================
Host_Error
This shuts down both the client and server
================
*/
void Host_Error (const char *error, ...)
{
va_list argptr;
char string[1024];
static bool inerror = false;
if (inerror)
{
Sys_Error ("Host_Error: recursively entered");
}
inerror = true;
#ifndef DEDICATED
// CL_WriteMessageHistory(); TODO must be done by network layer
#endif
va_start (argptr,error);
Q_vsnprintf(string,sizeof(string),error,argptr);
va_end (argptr);
if ( sv.IsDedicated() )
{
// dedicated servers just exit
Sys_Error( "Host_Error: %s\n", string );
return;
}
#ifndef DEDICATED
// Reenable screen updates
SCR_EndLoadingPlaque ();
#endif
ConMsg( "\nHost_Error: %s\n\n", string );
Host_Disconnect(true);
#ifndef DEDICATED
GetBaseLocalClient().demonum = -1;
#endif
inerror = false;
if ( g_bAbortServerSet )
{
longjmp (host_abortserver, 1);
}
}
#ifndef DEDICATED
class CHostSubscribeForProfileEvents : public IMatchEventsSink
{
public:
CHostSubscribeForProfileEvents() : m_bSubscribed( false ) {}
public:
void Subscribe( bool bSubscribe );
virtual void OnEvent( KeyValues *pEvent );
public:
bool m_bSubscribed;
};
void CHostSubscribeForProfileEvents::Subscribe( bool bSubscribe )
{
if ( bSubscribe == m_bSubscribed )
return;
if ( !g_pMatchFramework )
return;
if ( bSubscribe )
g_pMatchFramework->GetEventsSubscription()->Subscribe( this );
else
g_pMatchFramework->GetEventsSubscription()->Unsubscribe( this );
m_bSubscribed = bSubscribe;
}
void CHostSubscribeForProfileEvents::OnEvent( KeyValues *pEvent )
{
char const *szEvent = pEvent->GetName();
if ( !Q_stricmp( szEvent, "OnProfileDataLoaded" ) )
{
int iController = pEvent->GetInt( "iController" );
Host_ReadConfiguration( iController, false );
}
if ( !Q_stricmp( szEvent, "OnProfileDataLoadFailed" ) )
{
#if defined ( _X360 )
int iController = pEvent->GetInt( "iController" );
int iSlot = XBX_GetSlotByUserId( iController );
ECommandMsgBoxSlot slot = CMB_SLOT_FULL_SCREEN;
char cmdLine[80];
if ( iSlot == 0 )
{
sprintf( cmdLine, "boot_to_start_and_reset_config 0" );
slot = CMB_SLOT_PLAYER_0;
}
else
{
sprintf( cmdLine, "boot_to_start_and_reset_config 1" );
slot = CMB_SLOT_PLAYER_1;
}
if ( !GetGameUI()->IsInLevel() )
{
slot = CMB_SLOT_FULL_SCREEN;
}
if ( !g_pXboxSystem->IsArcadeTitleUnlocked() )
{
GetGameUI()->CreateCommandMsgBoxInSlot(
slot,
"#SFUI_GameUI_ProfileDataLoadFailedTitle",
"#SFUI_GameUI_ProfileDataLoadFailedTrialMsg",
true,
false,
"boot_to_start",
NULL,
NULL,
NULL );
return;
}
GetGameUI()->CreateCommandMsgBoxInSlot(
slot,
"#SFUI_GameUI_ProfileDataLoadFailedTitle",
"#SFUI_GameUI_ProfileDataLoadFailedMsg",
true,
true,
cmdLine,
"boot_to_start",
NULL,
NULL );
#endif
}
if ( !Q_stricmp( szEvent, "OnProfileDataWriteFailed" ) )
{
#if defined ( _X360 )
int iController = pEvent->GetInt( "iController" );
int iSlot = XBX_GetSlotByUserId( iController );
ECommandMsgBoxSlot slot = CMB_SLOT_FULL_SCREEN;
if ( GetGameUI()->IsInLevel() )
{
if ( iSlot == 0 )
{
slot = CMB_SLOT_PLAYER_0;
}
else
{
slot = CMB_SLOT_PLAYER_1;
}
}
// are we in trial mode?
if ( !g_pXboxSystem->IsArcadeTitleUnlocked() )
{
GetGameUI()->CreateCommandMsgBoxInSlot(
slot,
"#SFUI_TrialMUPullTitle",
"#SFUI_TrialMUPullMsg",
true,
false,
"boot_to_start",
NULL,
NULL,
NULL );
return;
}
GetGameUI()->CreateCommandMsgBoxInSlot(
slot,
"#SFUI_GameUI_ProfileDataWriteFailedTitle",
"#SFUI_GameUI_ProfileDataWriteFailedMsg",
true,
false,
NULL,
NULL,
NULL,
NULL );
#endif
}
#if defined ( _X360 )
else if ( !Q_stricmp( szEvent, "OnProfilesChanged" ) )
{
// $TODO(hpe) this needs reworked for split screen; currently, will reset configs for all players when one active player signs out
Host_ResetGlobalConfiguration();
for ( DWORD iSplitscreenSlot = 0; iSplitscreenSlot < XBX_GetNumGameUsers(); ++ iSplitscreenSlot )
{
Host_ResetConfiguration( XBX_GetUserId( iSplitscreenSlot ) );
}
}
#endif
#if defined ( _PS3 )
else if ( !Q_stricmp( szEvent, "ResetConfiguration" ) )
{
int iController = pEvent->GetInt( "iController" );
// $TODO(hpe) this needs reworked for split screen; currently, will reset configs for all players when one active player signs out
Host_ResetGlobalConfiguration();
Host_ResetConfiguration( iController );
Host_WriteConfiguration( iController, "" );
}
#endif
}
#endif
#ifdef _GAMECONSOLE
void Console_UpdateNotificationPosition()
{
static ConVarRef closecaption( "closecaption" );
static ConVarRef cc_subtitles( "cc_subtitles" );
bool bSubtitled = ( ( closecaption.IsValid() && closecaption.GetBool() ) ||
( cc_subtitles.IsValid() && cc_subtitles.GetBool() ) );
#ifdef _X360
XNotifyPositionUI( bSubtitled ? XNOTIFYUI_POS_TOPRIGHT : XNOTIFYUI_POS_BOTTOMCENTER );
Msg( "XNotifyPositionUI: %s\n", bSubtitled ? "TOPRIGHT" : "BOTTOMCENTER" );
#endif
}
#endif
void Host_SubscribeForProfileEvents( bool bSubscribe )
{
#ifndef DEDICATED
static CHostSubscribeForProfileEvents s_HostSubscribeForProfileEvents;
s_HostSubscribeForProfileEvents.Subscribe( bSubscribe );
#endif
}
#ifndef DEDICATED
//******************************************
// UseDefuaultBinding
//
// If the config.cfg file is not present, this
// function is called to set the default key
// bindings to match those defined in kb_def.lst
//******************************************
void UseDefaultBindings( void )
{
FileHandle_t f;
char szFileName[ _MAX_PATH ];
char token[ 1024 ];
char szKeyName[ 256 ];
// read kb_def file to get default key binds
Q_snprintf( szFileName, sizeof( szFileName ), "%skb_def.lst", SCRIPT_DIR );
f = g_pFileSystem->Open( szFileName, "r");
if ( !f )
{
ConMsg( "Couldn't open kb_def.lst\n" );
return;
}
// read file into memory
int size = g_pFileSystem->Size(f);
char *startbuf = new char[ size ];
g_pFileSystem->Read( startbuf, size, f );
g_pFileSystem->Close( f );
const char *buf = startbuf;
while ( 1 )
{
buf = COM_ParseFile( buf, token, sizeof( token ) );
if ( strlen( token ) <= 0 )
break;
Q_strncpy ( szKeyName, token, sizeof( szKeyName ) );
buf = COM_ParseFile( buf, token, sizeof( token ) );
if ( strlen( token ) <= 0 ) // Error
break;
// finally, bind key
Key_SetBinding ( g_pInputSystem->StringToButtonCode( szKeyName ), token );
}
delete [] startbuf; // cleanup on the way out
}
static bool g_bConfigCfgExecuted[MAX_SPLITSCREEN_CLIENTS];
enum SyncCvarValueWithPlayerTitleDataPolicy_t
{
CVARWRITETD,
CVARREADTD
};
static void SyncCvarValueWithPlayerTitleData( IPlayerLocal *pPlayer, ConVar *cv, TitleDataFieldsDescription_t const *pField, SyncCvarValueWithPlayerTitleDataPolicy_t eCV )
{
switch( pField->m_eDataType )
{
case TitleDataFieldsDescription_t::DT_float:
if ( eCV == CVARWRITETD )
TitleDataFieldsDescriptionSetValue<float>( pField, pPlayer, cv->GetFloat() );
else if ( eCV == CVARREADTD )
cv->SetValue( TitleDataFieldsDescriptionGetValue<float>( pField, pPlayer ) );
break;
case TitleDataFieldsDescription_t::DT_uint32:
if ( eCV == CVARWRITETD )
TitleDataFieldsDescriptionSetValue<int32>( pField, pPlayer, cv->GetInt() );
else if ( eCV == CVARREADTD )
cv->SetValue( TitleDataFieldsDescriptionGetValue<int32>( pField, pPlayer ) );
break;
case TitleDataFieldsDescription_t::DT_uint16:
if ( eCV == CVARWRITETD )
TitleDataFieldsDescriptionSetValue<int16>( pField, pPlayer, cv->GetInt() );
else if ( eCV == CVARREADTD )
cv->SetValue( TitleDataFieldsDescriptionGetValue<int16>( pField, pPlayer ) );
break;
case TitleDataFieldsDescription_t::DT_uint8:
if ( eCV == CVARWRITETD )
TitleDataFieldsDescriptionSetValue<int8>( pField, pPlayer, cv->GetInt() );
else if ( eCV == CVARREADTD )
cv->SetValue( TitleDataFieldsDescriptionGetValue<int8>( pField, pPlayer ) );
break;
case TitleDataFieldsDescription_t::DT_BITFIELD:
if ( eCV == CVARWRITETD )
TitleDataFieldsDescriptionSetBit( pField, pPlayer, cv->GetBool() );
else if ( eCV == CVARREADTD )
cv->SetValue( !!TitleDataFieldsDescriptionGetBit( pField, pPlayer ) );
break;
}
}
//-----------------------------------------------------------------------------
// Purpose: Write out our 360 exclusive settings to internal storage
//-----------------------------------------------------------------------------
void Host_WriteConfiguration_Console( const int iController, bool bVideoConfig )
{
// sb: FIXME(hpe) only write if we had a valid read so we don't accidentally wipe out valid data
#ifdef _GAMECONSOLE
DevMsg( "Host_WriteConfiguration_Console for ctrlr%d (%s)\n", iController, bVideoConfig ? "video" : "controls" );
if ( iController < 0 )
return;
if ( !g_pMatchFramework || !g_pMatchFramework->GetMatchTitle() )
return;
IPlayerLocal *pPlayer = g_pMatchFramework->GetMatchSystem()->GetPlayerManager()->GetLocalPlayer( iController );
if ( !pPlayer )
return;
#if defined ( _X360 )
if ( !pPlayer->IsTitleDataValid() )
return;
#endif
#ifndef GAME_DLL
if ( g_pXboxSystem->IsArcadeTitleUnlocked() )
{
IGameEvent *event = g_GameEventManager.CreateEvent( "write_game_titledata" );
if ( event )
{
event->SetInt( "controllerId", iController );
g_GameEventManager.FireEventClientSide( event );
}
}
#endif
int iSlot = XBX_GetSlotByUserId( iController );
// check version number for title data block 3
TitleDataFieldsDescription_t const *fields = g_pMatchFramework->GetMatchTitle()->DescribeTitleDataStorage();
if ( !fields )
return;
#if defined ( _X360 )
TitleDataFieldsDescription_t const *versionField = TitleDataFieldsDescriptionFindByString( fields, "TITLEDATA.BLOCK3.VERSION" );
if ( !versionField || versionField->m_eDataType != TitleDataFieldsDescription_t::DT_uint16)
{
Warning( "Host_WriteConfiguration_Console missing or incorrect type TITLEDATA.BLOCK3.VERSION\n" );
return;
}
ConVarRef cl_titledataversionblock3 ( "cl_titledataversionblock3" );
TitleDataFieldsDescriptionSetValue<uint16>( versionField, pPlayer, cl_titledataversionblock3.GetInt() );
#endif
// On consoles - store guest user's convars in primary user's profile data
char const *szUsrField = "";
if ( XBX_GetUserIsGuest( iSlot ) && !bVideoConfig )
{
IPlayerLocal *pPlayerPrimary = g_pMatchFramework->GetMatchSystem()->GetPlayerManager()->GetLocalPlayer( XBX_GetPrimaryUserId() );
if ( pPlayerPrimary )
{
if ( TitleDataFieldsDescription_t const *pOffset = TitleDataFieldsDescriptionFindByString( fields, TITLE_DATA_PREFIX "CFG.usrSS.version" ) )
{
pPlayer = pPlayerPrimary;
szUsrField = "SS";
}
}
}
int numLoops = 1;
#if defined (CSTRIKE15)
// Console CStrike15 we want to always save both usr and sys Convars
numLoops = 2;
#endif
for ( int loopCount=0; loopCount<numLoops; ++loopCount )
{
// second pass toggle bVideoConfig to go from sys to usr or vice versa
if ( loopCount == 1 )
bVideoConfig = !bVideoConfig;
CUtlVector< ConVar * > arrCVars;
cv->WriteVariables( NULL, iSlot, !bVideoConfig, &arrCVars );
for ( int k = 0; k < arrCVars.Count(); ++ k )
{
ConVar *cvSave = arrCVars[k];
char const *cvSaveName = cvSave->GetBaseName();
CFmtStr sFieldLookup( TITLE_DATA_PREFIX "CFG.%s%s.%s", bVideoConfig ? "sys" : "usr", szUsrField, cvSaveName );
TitleDataFieldsDescription_t const *pField = TitleDataFieldsDescriptionFindByString( fields, sFieldLookup );
if ( !pField )
{
Warning( "Host_WriteConfiguration_Console (%s#%d) - cannot save cvar %s\n", bVideoConfig ? "video" : "ctrlr", iController, cvSaveName );
continue;
}
SyncCvarValueWithPlayerTitleData( pPlayer, cvSave, pField, CVARWRITETD );
}
// reset the input parameter
if ( loopCount == 1 )
bVideoConfig = !bVideoConfig;
}
// Update the version number for the settings. This is the main version number for PS3.
if ( TitleDataFieldsDescription_t const *pVersion = TitleDataFieldsDescriptionFindByString( fields, TITLE_DATA_PREFIX "CFG.sys.version" ) )
{
TitleDataFieldsDescriptionSetValue<int32>( pVersion, pPlayer, cl_configversion.GetInt() );
}
// Let the player manager save the user data
g_pMatchFramework->GetEventsSubscription()->BroadcastEvent( new KeyValues( "OnProfilesWriteOpportunity", "reason", "settings" ) );
// Update notifications position
Console_UpdateNotificationPosition();
#endif // #ifdef _GAMECONSOLE
}
bool Host_WasConfigCfgExecuted( const int iController )
{
int iIndex = iController;
if ( iIndex < 0 )
iIndex = 0;
Assert( iIndex >= 0 && iIndex < MAX_SPLITSCREEN_CLIENTS );
return g_bConfigCfgExecuted[iIndex];
}
void Host_SetConfigCfgExecuted( const int iController, bool bExecuted = true )
{
int iIndex = iController;
if ( iIndex < 0 )
iIndex = 0;
Assert( iIndex >= 0 && iIndex < MAX_SPLITSCREEN_CLIENTS );
g_bConfigCfgExecuted[iIndex] = bExecuted;
}
void Host_ResetGlobalConfiguration()
{
#ifdef _GAMECONSOLE
ACTIVE_SPLITSCREEN_PLAYER_GUARD( 0 );
#endif
#ifndef _GAMECONSOLE
// We exec our global default configuration for non-consoles
Cbuf_AddText( Cbuf_GetCurrentPlayer(), "exec config.global" PLATFORM_EXT ".cfg game\n" );
Cbuf_Execute();
#else
CUtlVector< ConVar * > arrCVars;
cv->WriteVariables( NULL, 0, false, &arrCVars );
for ( int k = 0; k < arrCVars.Count(); ++ k )
{
ConVar *cvSave = arrCVars[k];
cvSave->Revert();
DevMsg( "Console reset global configuration: %s = \"%s\"\n", cvSave->GetName(), cvSave->GetString() );
}
#endif
#ifdef _GAMECONSOLE
// Update notifications position
Console_UpdateNotificationPosition();
#endif
}
void Host_ResetConfiguration( const int iController )
{
#if defined ( _GAMECONSOLE )
#ifndef SPLIT_SCREEN_STUBS
int iSlot = XBX_GetSlotByUserId( iController );
ACTIVE_SPLITSCREEN_PLAYER_GUARD( iSlot );
#endif
// First, we exec our default configuration
Cbuf_AddText( Cbuf_GetCurrentPlayer(), "exec config" PLATFORM_EXT ".cfg game\n" );
Cbuf_Execute();
#if defined ( _X360 )
// This will wipe out all achievement and stats but they'll be loaded from the xlast title data sync.
IGameEvent *event = g_GameEventManager.CreateEvent( "reset_game_titledata" );
if ( event )
{
event->SetInt( "controllerId", iController );
g_GameEventManager.FireEventClientSide( event );
}
// Get and set all our default setting we care about from the Xbox
XBX_SetProfileDefaultSettings( iController );
IPlayerLocal *pPlayer = g_pMatchFramework->GetMatchSystem()->GetPlayerManager()->GetLocalPlayer( iController );
if ( pPlayer )
{
pPlayer->SetIsTitleDataValid( true );
}
#else
#if defined( _PS3 )
char szScratch[MAX_PATH];
int iAllDevices = -1;
Q_snprintf( szScratch, sizeof(szScratch), "cl_reset_ps3_bindings %d %d", iController, iAllDevices );
Cbuf_AddText( Cbuf_GetCurrentPlayer(), szScratch );
Cbuf_Execute();
#endif // _PS3
// Get and set all our default setting we care about.
XBX_SetProfileDefaultSettings( iController );
#endif // _X360
#endif // _GAMECONSOLE
}
/*
===============
Host_WriteConfiguration
Writes key bindings and archived cvars to config.cfg
===============
*/
void Host_WriteConfiguration( const int iController, const char *filename )
{
// Set the joystick being force disabled just as we write the config
// This allows us to chose this option in the menu with a controller without accidentally disabling our only mode of input
static ConVarRef joystick_force_disabled( "joystick_force_disabled" );
static ConVarRef joystick_force_disabled_set_from_options( "joystick_force_disabled_set_from_options" );
if ( joystick_force_disabled.IsValid() && joystick_force_disabled_set_from_options.IsValid() )
{
if ( joystick_force_disabled.GetBool() != joystick_force_disabled_set_from_options.GetBool() )
{
joystick_force_disabled.SetValue( joystick_force_disabled_set_from_options.GetBool() );
}
}
if ( !filename )
filename = "config.cfg";
// Write to internal storage on the 360
if ( IsGameConsole() )
{
Host_WriteConfiguration_Console( iController, false );
return;
}
if ( !host_initialized )
{
return;
}
if ( Host_WasConfigCfgExecuted( iController ) == false )
{
return;
}
// If in map editing mode don't save configuration
if (g_bInEditMode)
{
ConMsg( "skipping %s output when in map edit mode\n", filename );
return;
}
// dedicated servers initialize the host but don't parse and set the
// config.cfg cvars
if ( !sv.IsDedicated() )
{
if ( IsPC() && Key_CountBindings() <= 1 )
{
ConMsg( "skipping %s output, no keys bound\n", filename );
return;
}
// force any queued convar changes to flush before reading/writing them
UpdateMaterialSystemConfig();
// Generate a new .cfg file.
char szFileName[MAX_PATH];
CUtlBuffer configBuff( 0, 0, CUtlBuffer::TEXT_BUFFER);
Q_snprintf( szFileName, sizeof(szFileName), "cfg/%s", filename );
g_pFileSystem->CreateDirHierarchy( "cfg", "USRLOCAL" );
if ( g_pFileSystem->FileExists( szFileName, "USRLOCAL" ) && !g_pFileSystem->IsFileWritable( szFileName, "USRLOCAL" ) )
{
ConMsg( "Config file %s is read-only!!\n", szFileName );
return;
}
// Always throw away all keys that are left over.
configBuff.Printf( "unbindall\n" );
Key_WriteBindings( configBuff );
ConVarUtilities->WriteVariables( &configBuff );
#if !defined( DEDICATED )
bool down;
for ( int hh = 0; hh < host_state.max_splitscreen_players; ++hh )
{
ACTIVE_SPLITSCREEN_PLAYER_GUARD( hh );
if ( g_ClientDLL->IN_IsKeyDown( "in_jlook", down ) && down )
{
configBuff.Printf( "cmd%d +jlook\n", hh+1 );
}
}
#endif // DEDICATED
if ( !configBuff.TellMaxPut() )
{
// nothing to write
return;
}
#if defined(NO_STEAM)
AssertMsg( false, "SteamCloud not available on Xbox 360. Badger Martin to fix this." );
#else
ISteamRemoteStorage *pRemoteStorage =
#ifdef _PS3
::SteamRemoteStorage();
#else
Steam3Client().SteamClient() ? (ISteamRemoteStorage *) Steam3Client().SteamClient()->GetISteamGenericInterface(
SteamAPI_GetHSteamUser(), SteamAPI_GetHSteamPipe(), STEAMREMOTESTORAGE_INTERFACE_VERSION ):NULL;
#endif
if ( pRemoteStorage )
{
int32 availableBytes, totalBytes = 0;
if ( pRemoteStorage->GetQuota( &totalBytes, &availableBytes ) )
{
if ( totalBytes > 0 )
{
if ( cl_cloud_settings.GetInt() != -1 && ( cl_cloud_settings.GetInt() & STEAMREMOTESTORAGE_CLOUD_CONFIG ) )
{
// TODO put MOD dir in pathname
if ( pRemoteStorage->FileWrite( szFileName, configBuff.Base(), configBuff.TellMaxPut() ) )
{
// Refresh local copy so that on next game boot Host_ReadPreStartupConfiguration() will avoid loading the stale config.cfg
// which will only get downloaded & refreshed later during Host_ReadConfiguration()
GetFileFromRemoteStorage( pRemoteStorage, "cfg/config.cfg", "cfg/config.cfg", "USRLOCAL" );
DevMsg( "[Cloud]: SUCCEESS saving %s in remote storage\n", szFileName );
}
else
{
// probably a quota issue. TODO what to do ?
DevMsg( "[Cloud]: FAILED saving %s in remote storage\n", szFileName );
}
}
}
}
// even if SteamCloud worked we still safe the same file locally
}
#endif
// make a persistent copy that async will use and free
char *tempBlock = new char[configBuff.TellMaxPut()];
Q_memcpy( tempBlock, configBuff.Base(), configBuff.TellMaxPut() );
// async write the buffer, and then free it
char szFileNameToWriteLocal[MAX_PATH] = {};
g_pFileSystem->GetSearchPath( "USRLOCAL", false, szFileNameToWriteLocal, sizeof( szFileNameToWriteLocal ) );
V_strcat_safe( szFileNameToWriteLocal, szFileName );
g_pFileSystem->AsyncWrite( szFileNameToWriteLocal, tempBlock, configBuff.TellMaxPut(), true );
ConMsg( "Host_WriteConfiguration: Wrote %s\n", szFileName );
}
}
//-----------------------------------------------------------------------------
// Purpose: Retrieve and set any defaults from the user's gamer profile
//-----------------------------------------------------------------------------
bool XBX_SetProfileDefaultSettings( int iController )
{
// These defined values can't play nicely with the PC, so we need to ignore them for that build target
#ifdef _GAMECONSOLE
UserProfileData upd = {0};
if ( IPlayerLocal *pPlayerLocal = g_pMatchFramework->GetMatchSystem()->GetPlayerManager()->GetLocalPlayer( iController ) )
{
upd = pPlayerLocal->GetPlayerProfileData();
}
//
// Skill
//
int nSkillSetting = upd.difficulty;
int nResultSkill = 2;
#ifdef _X360
switch( nSkillSetting )
{
case XPROFILE_GAMER_DIFFICULTY_HARD:
nResultSkill = 3;
break;
case XPROFILE_GAMER_DIFFICULTY_EASY:
default:
nResultSkill = 1;
break;
}
#endif
// If the mod has no difficulty setting, only easy is allowed
KeyValues *modinfo = new KeyValues("ModInfo");
if ( modinfo->LoadFromFile( g_pFileSystem, "gameinfo.txt" ) )
{
if ( stricmp(modinfo->GetString("nodifficulty", "0"), "1") == 0 )
nResultSkill = 1;
}
modinfo->deleteThis();
char szScratch[MAX_PATH];
Q_snprintf( szScratch, sizeof(szScratch), "skill %d", nResultSkill );
Cbuf_AddText( Cbuf_GetCurrentPlayer(), szScratch );
//
// Movement control
//
int nMovementControl = !!upd.action_movementcontrol;
Q_snprintf( szScratch, sizeof(szScratch), "joy_movement_stick %d", nMovementControl );
Cbuf_AddText( Cbuf_GetCurrentPlayer(), szScratch );
Cbuf_AddText( Cbuf_GetCurrentPlayer(), "joyadvancedupdate" );
//
// Y-Inversion
//
int nYinvert = !!upd.yaxis;
Q_snprintf( szScratch, sizeof(szScratch), "joy_inverty %d", nYinvert );
Cbuf_AddText( Cbuf_GetCurrentPlayer(), szScratch );
//
// Vibration control
//
int nVibration = !!upd.vibration;
Q_snprintf( szScratch, sizeof(szScratch), "cl_rumblescale %d", nVibration );
Cbuf_AddText( Cbuf_GetCurrentPlayer(), szScratch );
// Execute all commands we've queued up
Cbuf_Execute();
#endif // _GAMECONSOLE
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Read our configuration from the 360, filling in defaults on our first run
//-----------------------------------------------------------------------------
void Host_ReadConfiguration_Console( const int iController )
{
#ifdef _GAMECONSOLE
if ( iController < 0 )
return;
int iSlot = XBX_GetSlotByUserId( iController );
DevMsg( "Host_ReadConfiguration_Console maps ctrlr%d to slot%d\n", iController, iSlot );
if ( !g_pMatchFramework || !g_pMatchFramework->GetMatchTitle() )
return;
IPlayerLocal *pPlayer = g_pMatchFramework->GetMatchSystem()->GetPlayerManager()->GetLocalPlayer( iController );
if ( !pPlayer )
return;
TitleDataFieldsDescription_t const *fields = g_pMatchFramework->GetMatchTitle()->DescribeTitleDataStorage();
if ( !fields )
return;
#if defined( _X360 )
Host_ResetConfiguration( iController );
// dont read any config info if the load was not valid
if ( !pPlayer->IsTitleDataValid() )
return;
// if the trial block is fresh, reset the trial timer to clear out any previous signed in players time
if ( !pPlayer->IsTitleDataBlockValid( 2 ) )
{
SplitScreenConVarRef xbox_arcade_remaining_trial_time("xbox_arcade_remaining_trial_time");
xbox_arcade_remaining_trial_time.SetValue( iSlot, xbox_arcade_remaining_trial_time.GetDefault() );
}
if ( pPlayer->IsFreshPlayerProfile() )
return;
#ifndef GAME_DLL
if ( pPlayer->IsTitleDataBlockValid( 0 ) && pPlayer->IsTitleDataBlockValid( 1 ) )
{
IGameEvent *event = g_GameEventManager.CreateEvent( "read_game_titledata" );
if ( event )
{
event->SetInt( "controllerId", iController );
g_GameEventManager.FireEventClientSide( event );
}
}
#endif //GAME_DLL
// check version numbers
ConVarRef cl_titledataversionblock3 ( "cl_titledataversionblock3" );
TitleDataFieldsDescription_t const *versionField3 = TitleDataFieldsDescriptionFindByString( fields, "TITLEDATA.BLOCK3.VERSION" );
#if !defined( _CERT )
// check to see if profile versions match; reset if not
ConVarRef cl_titledataversionblock1 ( "cl_titledataversionblock1" );
ConVarRef cl_titledataversionblock2 ( "cl_titledataversionblock2" );
TitleDataFieldsDescription_t const *versionField1 = TitleDataFieldsDescriptionFindByString( fields, "TITLEDATA.BLOCK1.VERSION" );
if ( !versionField1 || versionField1->m_eDataType != TitleDataFieldsDescription_t::DT_uint16)
{
Warning( "Host_ReadConfiguration_Console missing or incorrect type TITLEDATA.BLOCK1.VERSION\n" );
return;
}
TitleDataFieldsDescription_t const *versionField2 = TitleDataFieldsDescriptionFindByString( fields, "TITLEDATA.BLOCK2.VERSION" );
if ( !versionField2 || versionField2->m_eDataType != TitleDataFieldsDescription_t::DT_uint16)
{
Warning( "Host_ReadConfiguration_Console missing or incorrect type TITLEDATA.BLOCK2.VERSION\n" );
return;
}
bool versionValid = true;
if ( g_pXboxSystem->IsArcadeTitleUnlocked() )
{
if ( ( pPlayer->IsTitleDataBlockValid( 0 ) && cl_titledataversionblock1.GetInt() != TitleDataFieldsDescriptionGetValue<uint16>( versionField1, pPlayer ) ) ||
( pPlayer->IsTitleDataBlockValid( 1 ) && cl_titledataversionblock2.GetInt() != TitleDataFieldsDescriptionGetValue<uint16>( versionField2, pPlayer ) ) ||
( pPlayer->IsTitleDataBlockValid( 2 ) && cl_titledataversionblock3.GetInt() != TitleDataFieldsDescriptionGetValue<uint16>( versionField3, pPlayer ) ) )
{
versionValid = false;
}
}
else
{
if ( pPlayer->IsTitleDataBlockValid( 2 ) && cl_titledataversionblock3.GetInt() != TitleDataFieldsDescriptionGetValue<uint16>( versionField3, pPlayer ) )
{
versionValid = false;
}
}
if ( !versionValid )
{
Warning( "ProfileVersion is out of date; your profile has been reset\n" );
// zero out title data buffer to remove any stale data since we are basically nuking this profile data
IPlayerLocal *pPlayer = g_pMatchFramework->GetMatchSystem()->GetPlayerManager()->GetLocalPlayer( iController );
if ( pPlayer )
{
pPlayer->ClearBufTitleData();
}
Host_ResetConfiguration( iController );
Host_WriteConfiguration( iController, "" );
GetGameUI()->ShowMessageDialog( "Your profile version was out of date; the profile has been reset.", "Profile Version Mismatch" );
return;
}
#endif // !_CERT
if ( !versionField3 || versionField3->m_eDataType != TitleDataFieldsDescription_t::DT_uint16)
{
Warning( "Host_ReadConfiguration_Console missing or incorrect type TITLEDATA.BLOCK3.VERSION\n" );
return;
}
if ( cl_titledataversionblock3.GetInt() != TitleDataFieldsDescriptionGetValue<uint16>( versionField3, pPlayer ) )
{
Warning( "Host_ReadConfiguration_Console wrong version number for TITLEDATA.BLOCK3.VERSION; expected %d, got %d\n",
cl_titledataversionblock3.GetInt(), TitleDataFieldsDescriptionGetValue<uint16>( versionField3, pPlayer ) );
return;
}
#else
// If not on 360, we read the game title data reguardless.
IGameEvent *event = g_GameEventManager.CreateEvent( "read_game_titledata" );
if ( event )
{
event->SetInt( "controllerId", iController );
g_GameEventManager.FireEventClientSide( event );
}
#endif // _X360
// usr data
{
bool bVideoConfig = false;
char const *szUsrField = "";
if ( XBX_GetUserIsGuest( iSlot ) && !bVideoConfig )
{
IPlayerLocal *pPlayerPrimary = g_pMatchFramework->GetMatchSystem()->GetPlayerManager()->GetLocalPlayer( XBX_GetPrimaryUserId() );
if ( pPlayerPrimary )
{
if ( TitleDataFieldsDescription_t const *pOffset = TitleDataFieldsDescriptionFindByString( fields, TITLE_DATA_PREFIX "CFG.usrSS.version" ) )
{
pPlayer = pPlayerPrimary;
szUsrField = "SS";
}
}
}
bool bConfigVersionValid = true;
CUtlVector< ConVar * > arrCVars;
cv->WriteVariables( NULL, iSlot, !bVideoConfig, &arrCVars );
if ( bConfigVersionValid )
{
for ( int k = 0; k < arrCVars.Count(); ++ k )
{
ConVar *cvSave = arrCVars[k];
char const *cvSaveName = cvSave->GetBaseName();
CFmtStr sFieldLookup( TITLE_DATA_PREFIX "CFG.%s%s.%s", bVideoConfig ? "sys" : "usr", szUsrField, cvSaveName );
TitleDataFieldsDescription_t const *pField = TitleDataFieldsDescriptionFindByString( fields, sFieldLookup );
if ( !pField )
{
Warning( "Host_ReadConfiguration_Console (%s#%d) - cannot read cvar %s\n", bVideoConfig ? "video" : "ctrlr", iController, cvSaveName );
continue;
}
SyncCvarValueWithPlayerTitleData( pPlayer, cvSave, pField, CVARREADTD );
if ( !Q_stricmp( cvSaveName, "joy_cfg_preset" ) ) // special code to handle joystick config presets
{
Cbuf_AddText( Cbuf_GetCurrentPlayer(), CFmtStr( "cmd%d exec joy_preset_%d" PLATFORM_EXT ".cfg\n", iSlot + 1, cvSave->GetInt() ) );
}
}
}
}
// sys data
if ( !XBX_GetUserIsGuest( iSlot ) && ( XBX_GetPrimaryUserId() == iController ) )
{
bool bVideoConfig = true;
char const *szUsrField = "";
bool bConfigVersionValid = true;
CUtlVector< ConVar * > arrCVars;
cv->WriteVariables( NULL, iSlot, !bVideoConfig, &arrCVars );
if ( bConfigVersionValid )
{
for ( int k = 0; k < arrCVars.Count(); ++ k )
{
ConVar *cvSave = arrCVars[k];
char const *cvSaveName = cvSave->GetBaseName();
CFmtStr sFieldLookup( TITLE_DATA_PREFIX "CFG.%s%s.%s", bVideoConfig ? "sys" : "usr", szUsrField, cvSaveName );
TitleDataFieldsDescription_t const *pField = TitleDataFieldsDescriptionFindByString( fields, sFieldLookup );
if ( !pField )
{
Warning( "Host_ReadConfiguration_Console (%s#%d) - cannot read cvar %s\n", bVideoConfig ? "video" : "ctrlr", iController, cvSaveName );
continue;
}
SyncCvarValueWithPlayerTitleData( pPlayer, cvSave, pField, CVARREADTD );
}
}
}
// Update notifications position
Console_UpdateNotificationPosition();
#endif // _GAMECONSOLE
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : false -
//-----------------------------------------------------------------------------
void Host_ReadConfiguration( const int iController, const bool readDefault )
{
if ( sv.IsDedicated() )
return;
// Rebind keys and set cvars
if ( !g_pFileSystem )
{
Sys_Error( "Host_ReadConfiguration: g_pFileSystem == NULL\n" );
}
// Handle the console case
#ifdef _GAMECONSOLE
{
Host_ReadConfiguration_Console( iController );
return;
}
#else
bool saveconfig = false;
ISteamRemoteStorage *pRemoteStorage = Steam3Client().SteamClient() ? (ISteamRemoteStorage *)Steam3Client().SteamClient()->GetISteamGenericInterface(
SteamAPI_GetHSteamUser(), SteamAPI_GetHSteamPipe(), STEAMREMOTESTORAGE_INTERFACE_VERSION ):NULL;
if ( pRemoteStorage )
{
// if cloud settings is default but remote storage does not exist yet, set it to sync all because this is the first
// computer the game is run on--default to copying everything to the cloud
if ( cl_cloud_settings.GetInt() == -1 && !pRemoteStorage->FileExists( "cfg/config.cfg" ) )
{
DevMsg( "[Cloud]: Default setting with remote data non-existent, sync all\n" );
cl_cloud_settings.SetValue( STEAMREMOTESTORAGE_CLOUD_ALL );
}
if ( cl_cloud_settings.GetInt() != -1 && ( cl_cloud_settings.GetInt() & STEAMREMOTESTORAGE_CLOUD_CONFIG ) )
{
// config files are run through the exec command which got pretty complicated with all the splitscreen
// stuff. Steam UFS doens't support split screen well (2 users ?)
GetFileFromRemoteStorage( pRemoteStorage, "cfg/config.cfg", "cfg/config.cfg", "USRLOCAL" );
}
}
if ( g_pFileSystem->FileExists( "//usrlocal/cfg/config.cfg" ) )
{
Cbuf_AddText( Cbuf_GetCurrentPlayer(), "exec config.cfg usrlocal\n" );
}
else if ( g_pFileSystem->FileExists( "//mod/cfg/config.cfg" ) )
{
Cbuf_AddText( Cbuf_GetCurrentPlayer(), "exec config.cfg mod\n" );
}
else
{
Cbuf_AddText( Cbuf_GetCurrentPlayer(), "exec config_default.cfg\n" );
saveconfig = true;
}
Cbuf_Execute();
// check to see if we actually set any keys, if not, load defaults from kb_def.lst
// so we at least have basics setup.
int nNumBinds = Key_CountBindings();
if ( nNumBinds == 0 )
{
UseDefaultBindings();
}
Key_SetBinding( KEY_ESCAPE, "cancelselect" );
// Make sure that something is always bound to console
if (NULL == Key_NameForBinding("toggleconsole"))
{
// If nothing is bound to it then bind it to '
Key_SetBinding( KEY_BACKQUOTE, "toggleconsole" );
}
SetupDefaultAskConnectAcceptKey();
Host_SetConfigCfgExecuted( iController );
if ( saveconfig )
{
// An ugly hack, but we can probably save this safely
bool saveinit = host_initialized;
host_initialized = true;
Host_WriteConfiguration( iController, "config.cfg" );
host_initialized = saveinit;
}
#endif
}
CON_COMMAND( host_writeconfig, "Store current settings to config.cfg (or specified .cfg file)." )
{
if ( args.ArgC() > 2 )
{
ConMsg( "Usage: writeconfig <filename.cfg>\n" );
return;
}
if ( args.ArgC() == 2 )
{
char const *filename = args[ 1 ];
if ( !filename || !filename[ 0 ] )
{
return;
}
char outfile[ MAX_QPATH ];
// Strip path and extension from filename
Q_FileBase( filename, outfile, sizeof( outfile ) );
Host_WriteConfiguration( -1, va( "%s.cfg", outfile ) );
}
else
{
Host_WriteConfiguration( -1, "config.cfg" );
}
}
CON_COMMAND( host_writeconfig_ss, "Store current settings to config.cfg (or specified .cfg file) with first param as splitscreen index." )
{
if ( args.ArgC() <= 1 || args.ArgC() > 3)
{
ConMsg( "Usage: writeconfig <controller index> <filename.cfg>\n" );
return;
}
if ( args.ArgC() == 3 )
{
char const *filename = args[ 2 ];
if ( !filename || !filename[ 0 ] )
{
return;
}
char outfile[ MAX_QPATH ];
// Strip path and extension from filename
Q_FileBase( filename, outfile, sizeof( outfile ) );
int controller = atoi( args[1] );
Host_WriteConfiguration( controller, va( "%s.cfg", outfile ) );
}
else if ( args.ArgC() == 2 )
{
int controller = atoi( args[1] );
Host_WriteConfiguration( controller, "config.cfg" );
}
else
{
Host_WriteConfiguration( -1, "config.cfg" );
}
}
CON_COMMAND( host_reset_config, "reset config (for testing) with param as splitscreen index." )
{
if ( args.ArgC() <= 1 || args.ArgC() > 2)
{
ConMsg( "Usage: host_reset_config <controller index>\n" );
return;
}
else if ( args.ArgC() == 2 )
{
int controller = atoi( args[1] );
Host_ResetConfiguration( controller );
}
}
#ifdef _GAMECONSOLE
CON_COMMAND( host_writeconfig_video_ss, "Store current video settings to config.cfg (or specified .cfg file) with first param as controller index." )
{
if ( args.ArgC() != 2 )
{
ConMsg( "Usage: writeconfig <controller index>\n" );
return;
}
int controller = atoi( args[1] );
Host_WriteConfiguration_Console( controller, true );
}
#endif
#endif
//-----------------------------------------------------------------------------
// Purpose: Does a quick parse of the config.cfg to read cvars that
// need to be read before any games systems are initialized
// assumes only cvars and filesystem are initialized
//-----------------------------------------------------------------------------
void Host_ReadPreStartupConfiguration()
{
FileHandle_t f = NULL;
if ( IsGameConsole() )
{
// 360 config is less restrictive and can be anywhere in the game path
f = g_pFileSystem->Open( "//game/cfg/config" PLATFORM_EXT ".cfg", "rt" );
}
else
{
f = g_pFileSystem->Open( "//usrlocal/cfg/config.cfg", "rt" );
if ( !f )
f = g_pFileSystem->Open( "//mod/cfg/config.cfg", "rt" );
}
if ( !f )
return;
// read file into memory
int size = g_pFileSystem->Size(f);
char *configBuffer = new char[ size + 1 ];
g_pFileSystem->Read( configBuffer, size, f );
configBuffer[size] = 0;
g_pFileSystem->Close( f );
// parse out file
static const char *s_PreStartupConfigConVars[] =
{
"sv_unlockedchapters", // needed to display the startup graphic while loading
"snd_legacy_surround", // needed to init the sound system
"gameui_xbox", // needed to initialize the correct UI
"save_in_memory", // needed to preread data from the correct location in UI
#if defined( USE_SDL )
"sdl_displayindex" // needed to set multimonitor displayindex for SDL
#endif
};
// loop through looking for all the cvars to apply
for (int i = 0; i < ARRAYSIZE(s_PreStartupConfigConVars); i++)
{
const char *search = Q_stristr(configBuffer, s_PreStartupConfigConVars[i]);
if (search)
{
// read over the token
search = COM_Parse(search);
// read the value
COM_Parse(search);
// apply the value
ConVar *var = (ConVar *)g_pCVar->FindVar( s_PreStartupConfigConVars[i] );
if ( var )
{
var->SetValue( com_token );
}
}
}
// free
delete [] configBuffer;
}
void Host_RecomputeSpeed_f( void )
{
ConMsg( "Recomputing clock speed...\n" );
CClockSpeedInit::Init();
ConMsg( "Clock speed: %.0f Mhz\n", CFastTimer::GetClockSpeed() / 1000000.0 );
}
static ConCommand recompute_speed( "recompute_speed", Host_RecomputeSpeed_f, "Recomputes clock speed (for debugging purposes).", FCVAR_CHEAT );
void DTI_Flush_f()
{
DTI_Flush();
ServerDTI_Flush();
FlushDeltaBitsTrackingData();
}
static ConCommand dti_flush( "dti_flush", DTI_Flush_f, "Write out the datatable instrumentation files (you must run with -dti for this to work)." );
/*
==================
Host_ShutdownServer
This only happens at the end of a game, not between levels
==================
*/
void Host_ShutdownServer( void )
{
if ( !sv.IsActive() )
return;
if ( IGameEvent *event = g_GameEventManager.CreateEvent( "server_pre_shutdown" ) )
{
event->SetString( "reason", "restart" );
g_GameEventManager.FireEvent( event );
}
// clear structures
#if !defined( DEDICATED )
g_pShadowMgr->LevelShutdown();
#endif
StaticPropMgr()->LevelShutdown();
Host_FreeStateAndWorld( true );
sv.Shutdown();// sv.Shutdown() references some heap memory, so run it before Host_FreeToLowMark()
Host_FreeToLowMark( true );
#if defined( REPLAY_ENABLED )
if ( g_pServerReplayHistoryManager )
{
g_pServerReplayHistoryManager->Shutdown();
g_pServerReplayHistoryManager = NULL;
}
#endif
if ( IGameEvent *event = g_GameEventManager.CreateEvent( "server_shutdown" ) )
{
event->SetString( "reason", "restart" );
g_GameEventManager.FireEvent( event );
}
g_Log.Close();
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : time -
// Output : bool
//-----------------------------------------------------------------------------
void Host_AccumulateTime( float dt )
{
// Accumulate some time
realtime += dt;
bool bUseNormalTickTime = true;
#if !defined(DEDICATED)
if ( demoplayer->IsPlayingTimeDemo() )
bUseNormalTickTime = false;
#endif
if ( g_bDedicatedServerBenchmarkMode )
bUseNormalTickTime = false;
if ( bUseNormalTickTime )
{
host_frametime = dt;
}
else
{
// Used to help increase reproducibility of timedemos
host_frametime = host_state.interval_per_tick;
}
extern bool g_bReplayLoadedTools;
float flHostTimescale = 1.0f;
float flGameTimescale = 1.0f;
if ( host_timescale.GetFloat() > 0.0f
#if !defined(DEDICATED)
&& CanCheat()
#endif
)
{
// We are allowed to modify this convar!
flHostTimescale = host_timescale.GetFloat();
}
if ( flGameTimescale > 0.0f )
{
flGameTimescale = sv.GetTimescale();
}
float fullscale = flHostTimescale * flGameTimescale;
#if !defined(DEDICATED)
if ( demoplayer->IsPlayingBack() )
{
// adjust time scale if playing back demo
fullscale *= demoplayer->GetPlaybackTimeScale();
}
#endif
#if 1
if ( host_framerate.GetFloat() != 0
#if !defined(DEDICATED)
&& ( CanCheat() || demoplayer->IsPlayingBack() )
#endif
)
{
float fps = host_framerate.GetFloat();
if ( fps > 1 )
{
fps = 1.0f/fps;
}
else if ( fps < -1 )
{
fps = 1.0f/fabsf(fps);
if ( fps > dt )
{
fps = dt;
}
}
host_frametime = fps;
host_frametime_unbounded = host_frametime;
host_frametime_unscaled = host_frametime;
}
else if ( fullscale != 1.0f )
{
host_frametime_unscaled = host_frametime;
host_frametime *= fullscale;
host_frametime_unbounded = host_frametime;
#ifndef NO_TOOLFRAMEWORK
if ( CommandLine()->CheckParm( "-tools" ) == NULL && !g_bReplayLoadedTools )
{
#endif // !NO_TOOLFRAMEWORK
host_frametime = MIN( host_frametime, MAX_FRAMETIME * fullscale);
host_frametime_unscaled = MIN( host_frametime_unscaled, MAX_FRAMETIME );
host_frametime_unscaled = MAX( host_frametime_unscaled, MIN_FRAMETIME );
#ifndef NO_TOOLFRAMEWORK
}
else
{
host_frametime = MIN( host_frametime, MAX_TOOLS_FRAMETIME * fullscale);
host_frametime_unscaled = MIN( host_frametime_unscaled, MAX_TOOLS_FRAMETIME );
host_frametime_unscaled = MAX( host_frametime_unscaled, MIN_TOOLS_FRAMETIME );
}
#endif // !NO_TOOLFRAMEWORK
}
else
#ifndef NO_TOOLFRAMEWORK
if ( CommandLine()->CheckParm( "-tools" ) != NULL && !g_bReplayLoadedTools )
{
host_frametime_unbounded = host_frametime;
host_frametime = MIN( host_frametime, MAX_TOOLS_FRAMETIME );
host_frametime = MAX( host_frametime, MIN_TOOLS_FRAMETIME );
host_frametime_unscaled = host_frametime;
}
else
#endif // !NO_TOOLFRAMEWORK
{ // don't allow really long or short frames
host_frametime_unbounded = host_frametime;
host_frametime = MIN( host_frametime, MAX_FRAMETIME );
host_frametime = MAX( host_frametime, MIN_FRAMETIME );
host_frametime_unscaled = host_frametime;
}
#endif // 1
// Adjust the client clock very slightly to keep it in line with the server clock.
#ifndef DEDICATED
float adj = GetBaseLocalClient().GetClockDriftMgr().AdjustFrameTime( host_frametime ) - host_frametime;
host_frametime += adj;
host_frametime_unbounded += adj;
host_frametime_unscaled += adj;
#endif
if ( g_pSoundServices ) // not present on linux server
g_pSoundServices->SetSoundFrametime(dt, host_frametime);
}
#define FPS_AVG_FRAC 0.9f
float g_fFramesPerSecond = 0.0f;
// temporarily a constant until I bother to hook it to a cvar
inline static bool cl_ps3ledframerate() // should i make the front LEDs show the framerate (divided by two)
{
#ifdef _PS3
return (CPS3FrontPanelLED::GetSwitches() & CPS3FrontPanelLED::kPS3SWITCH3) == 0;
#else
return false;
#endif
}
/*
==================
Host_PostFrameRate
==================
*/
void Host_PostFrameRate( float frameTime )
{
extern int r_framecount;
frameTime = clamp( frameTime, 0.0001f, 1.0f );
float fps = 1.0f / frameTime;
g_fFramesPerSecond = g_fFramesPerSecond * FPS_AVG_FRAC + ( 1.0f - FPS_AVG_FRAC ) * fps;
if ( IsPS3() && !IsCert() )
{
if ( cl_ps3ledframerate() )
{
uint64 switches = CPS3FrontPanelLED::GetSwitches();
int framerate = RoundFloatToInt( g_fFramesPerSecond * 0.5f );
// two modes -- with DIP 0 set to zero,
if (( switches & CPS3FrontPanelLED::kPS3SWITCH0 ))
{
// make the front LEDs display the framerate divided by two in binary code
// (ie to scale it so that 0..31 fits into 0..15)
framerate = framerate > 31 ? 31 : framerate ;
CPS3FrontPanelLED::SetLEDs( framerate >> 1 );
}
else // without DIP0 set on, do a snazzy KNIGHT RIDER effect
{
static CPS3FrontPanelLED::eLEDIndex_t kitt[6] = { CPS3FrontPanelLED::kPS3LED0, CPS3FrontPanelLED::kPS3LED1, CPS3FrontPanelLED::kPS3LED2, // CPS3FrontPanelLED::kPS3LED3,
CPS3FrontPanelLED::kPS3LED3, CPS3FrontPanelLED::kPS3LED2, CPS3FrontPanelLED::kPS3LED1 // , CPS3FrontPanelLED::kPS3LED0
};
CPS3FrontPanelLED::SetLEDs( kitt[ ( host_framecount >> 4 ) % 6] );
}
}
else
{
CPS3FrontPanelLED::SetLEDs( 0 );
}
}
}
/*
==================
Host_GetHostInfo
==================
*/
void Host_GetHostInfo(float *fps, int *nActive, int *nMaxPlayers, char *pszMap, int maxlen )
{
// Count clients, report
int clients = sv.GetNumClients();
*fps = g_fFramesPerSecond;
*nActive = clients;
if (pszMap)
{
if (sv.m_szMapname && sv.m_szMapname[0])
Q_strncpy(pszMap, sv.m_szMapname, maxlen );
else
pszMap[0] = '\0';
}
*nMaxPlayers = sv.GetMaxClients();
}
static bool AppearsNumeric( char const *in )
{
char const *p = in;
int special[ 3 ];
Q_memset( special, 0, sizeof( special ) );
for ( ; *p; p++ )
{
if ( *p == '-' )
{
special[0]++;
continue;
}
if ( *p == '+' )
{
special[1]++;
continue;
}
if ( *p >= '0' && *p <= '9' )
{
continue;
}
if ( *p == '.' )
{
special[2]++;
continue;
}
return false;
}
// Can't have multiple +, -, or decimals
for ( int i = 0; i < 3; i++ )
{
if ( special[ i ] > 1 )
return false;
}
// can't be + and - at same time
if ( special[ 0 ] && special[ 1 ] )
return false;
return true;
}
//-----------------------------------------------------------------------------
// Purpose: If the value is numeric, remove unnecessary trailing zeros
// Input : *invalue -
// Output : char const
//-----------------------------------------------------------------------------
char const * Host_CleanupConVarStringValue( char const *invalue )
{
static char clean[ 256 ];
Q_snprintf( clean, sizeof( clean ), "%s", invalue );
// Don't mess with empty string
// Otherwise, if it appears numeric and has a decimal, try to strip all zeroes after decimal
if ( Q_strlen( clean ) >= 1 && AppearsNumeric( clean ) && Q_strstr( clean, "." ) )
{
char *end = clean + strlen( clean ) - 1;
while ( *end && end >= clean )
{
// Removing trailing zeros
if ( *end != '0' )
{
// Remove decimal, zoo
if ( *end == '.' )
{
if ( end == clean )
{
*end = '0';
}
else
{
*end = 0;
}
}
break;
}
*end-- = 0;
}
}
return clean;
}
int Host_CountVariablesWithFlags( int flags, bool nonDefault )
{
int c = 0;
ICvar::Iterator iter( g_pCVar );
for ( iter.SetFirst() ; iter.IsValid() ; iter.Next() )
{
ConCommandBase *var = iter.Get();
if ( var->IsCommand() )
continue;
const ConVar *pthiscvar = ( const ConVar * )var;
if ( !pthiscvar->IsFlagSet( flags ) )
continue;
// It's == to the default value, don't count
if ( nonDefault && !Q_strcasecmp( pthiscvar->GetDefault(), pthiscvar->GetString() ) )
continue;
++c;
}
return c;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : msg -
//-----------------------------------------------------------------------------
void Host_BuildUserInfoUpdateMessage( int nSplitScreenSlot, CMsg_CVars *rCvarList, bool nonDefault )
{
// Slot 0 does the easy version, all userinfo, except _ADDED ones
int nRequiredFlags = FCVAR_USERINFO;
int nDisallowedFlags = FCVAR_SS_ADDED;
if ( nSplitScreenSlot != 0 )
{
// Slot one only looks at added ones
nDisallowedFlags = FCVAR_SS;
nRequiredFlags = FCVAR_USERINFO | FCVAR_SS_ADDED;
}
int count = Host_CountVariablesWithFlags( nRequiredFlags, nonDefault );
// Nothing to send
if ( count <= 0 )
return;
#if !defined( _GAMECONSOLE ) && !defined( DEDICATED )
// Add local user SteamID
if ( Steam3Client().SteamUser() && Steam3Client().SteamUser()->GetSteamID().GetAccountID() )
{
++ count;
NetMsgSetCVarUsingDictionary( rCvarList->add_cvars(), "accountid",
CFmtStr( "%u", Steam3Client().SteamUser()->GetSteamID().GetAccountID() ) );
}
#endif
ICvar::Iterator iter( g_pCVar );
for ( iter.SetFirst() ; iter.IsValid() ; iter.Next() )
{
ConCommandBase *var = iter.Get();
if ( var->IsCommand() )
continue;
const ConVar *pthiscvar = ( const ConVar * )var;
if ( !pthiscvar->IsFlagSet( nRequiredFlags ) || pthiscvar->IsFlagSet( nDisallowedFlags ) )
continue;
// It's == to the default value, don't count
if ( nonDefault && !Q_strcasecmp( pthiscvar->GetDefault(), pthiscvar->GetString() ) )
continue;
if ( pthiscvar->GetSplitScreenPlayerSlot() != nSplitScreenSlot )
continue;
NetMsgSetCVarUsingDictionary( rCvarList->add_cvars(), pthiscvar->GetBaseName(),
Host_CleanupConVarStringValue( pthiscvar->GetString() ) );
}
// Too many to send, error out and have mod author get a clue.
if ( rCvarList->cvars_size() > 255 )
{
Sys_Error( "Engine only supports 255 ConVars marked %i\n", FCVAR_USERINFO );
return;
}
// Make sure this count matches original one
Assert( rCvarList->cvars_size() <= count );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : msg -
//-----------------------------------------------------------------------------
void Host_BuildConVarUpdateMessage( CMsg_CVars *rCvarList, int flags, bool nonDefault )
{
int count = Host_CountVariablesWithFlags( flags, nonDefault );
// Nothing to send
if ( count <= 0 )
return;
// Too many to send, error out and have mod author get a clue.
if ( count > 255 )
{
Sys_Error( "Engine only supports 255 ConVars marked %i\n", flags );
return;
}
ICvar::Iterator iter( g_pCVar );
for ( iter.SetFirst() ; iter.IsValid() ; iter.Next() )
{
ConCommandBase *var = iter.Get();
if ( var->IsCommand() )
continue;
const ConVar *pthiscvar = ( const ConVar * )var;
if ( !pthiscvar->IsFlagSet( flags ) )
continue;
// It's == to the default value, don't count
if ( nonDefault && !Q_strcasecmp( pthiscvar->GetDefault(), pthiscvar->GetString() ) )
continue;
NetMsgSetCVarUsingDictionary( rCvarList->add_cvars(), pthiscvar->GetName(),
Host_CleanupConVarStringValue( pthiscvar->GetString() ) );
}
}
#if !defined( DEDICATED )
// FIXME: move me somewhere more appropriate
extern IVEngineClient *engineClient;
void CL_SendVoicePacket(bool bFinal)
{
#if !defined( NO_VOICE )
if ( !Voice_IsRecording() )
return;
// Get whatever compressed data there is and and send it.
char uchVoiceData[8192];
VoiceFormat_t format;
uint8 nSectionNumber;
uint32 nSectionSequenceNumber;
uint32 nUncompressedSampleOffset;
int nLength = Voice_GetCompressedData( uchVoiceData, sizeof( uchVoiceData ), bFinal, &format, &nSectionNumber, &nSectionSequenceNumber, &nUncompressedSampleOffset );
if( nLength && GetBaseLocalClient().IsActive() )
{
CCLCMsg_VoiceData_t voiceMsg;
voiceMsg.set_data( uchVoiceData, nLength );
if ( format == VoiceFormat_Steam )
{
voiceMsg.set_format( VOICEDATA_FORMAT_STEAM );
}
else
{
voiceMsg.set_format( VOICEDATA_FORMAT_ENGINE );
}
player_info_t playerInfo;
if ( engineClient->GetPlayerInfo( engineClient->GetLocalPlayer(), &playerInfo ) )
{
voiceMsg.set_xuid( playerInfo.xuid );
}
voiceMsg.set_section_number( nSectionNumber );
voiceMsg.set_sequence_bytes( nSectionSequenceNumber );
voiceMsg.set_uncompressed_sample_offset( nUncompressedSampleOffset );
GetBaseLocalClient().m_NetChannel->SendNetMsg( voiceMsg );
}
#endif
}
#if defined ( _GAMECONSOLE )
void CL_ProcessGameConsoleVoiceData()
{
if ( g_pMatchFramework && !(g_pMatchFramework->GetMatchTitle()->GetTitleSettingsFlags() & MATCHTITLE_VOICE_INGAME) )
return; // Title plays voice via lobby system
#if defined( _PS3 ) && defined( CLIENT_DLL )
bool restrictedFromChat = engine->PS3_IsUserRestrictedFromChat( );
if ( restrictedFromChat )
return;
#endif
if ( Audio_GetXVoice() == NULL )
return;
for ( int k = 0; k < XBX_GetNumGameUsers(); ++ k )
{
int iCtrlr = XBX_GetUserId( k );
ACTIVE_SPLITSCREEN_PLAYER_GUARD( k );
if ( Audio_GetXVoice()->VoiceUpdateData( iCtrlr ) )
{
if ( GetLocalClient( k ).IsActive() )
{
Audio_GetXVoice()->VoiceSendData( iCtrlr, GetLocalClient( k ).m_NetChannel );
}
}
}
}
#endif
void CL_ProcessVoiceData()
{
VPROF_BUDGET( "CL_ProcessVoiceData", VPROF_BUDGETGROUP_OTHER_NETWORKING );
#if !defined( NO_VOICE )
if ( Voice_Idle( host_state.interval_per_tick ) )
{
CL_SendVoicePacket( false );
}
#endif
#if defined ( _GAMECONSOLE )
CL_ProcessGameConsoleVoiceData();
#endif
}
#endif
/*
=====================
Host_UpdateScreen
Refresh the screen
=====================
*/
void Host_UpdateScreen( void )
{
#ifndef DEDICATED
if( r_ForceRestore.GetInt() )
{
ForceMatSysRestore();
r_ForceRestore.SetValue(0);
}
// Refresh the screen
SCR_UpdateScreen ();
#endif
}
/*
====================
Host_UpdateSounds
Update sound subsystem and cd audio
====================
*/
void Host_UpdateSounds( void )
{
SNPROF("Host_UpdateSounds");
#if !defined( DEDICATED )
MDLCACHE_COARSE_LOCK_(g_pMDLCache);
// update audio
if ( GetBaseLocalClient().IsActive() )
{
S_Update( &s_AudioState );
}
else
{
S_Update( NULL );
}
#endif
}
/*
==============================
Host_Speeds
==============================
*/
void CFrameTimer::ResetDeltas()
{
for ( int i = 0; i < NUM_FRAME_SEGMENTS; i++ )
{
deltas[ i ] = 0.0f;
}
}
void CFrameTimer::MarkFrame()
{
double frameTime;
double fps;
// ConDMsg("%f %f %f\n", time1, time2, time3 );
float fs_input = (deltas[FRAME_SEGMENT_INPUT])*1000.0;
float fs_client = (deltas[FRAME_SEGMENT_CLIENT])*1000.0;
float fs_server = (deltas[FRAME_SEGMENT_SERVER])*1000.0;
float fs_render = (deltas[FRAME_SEGMENT_RENDER])*1000.0;
float fs_sound = (deltas[FRAME_SEGMENT_SOUND])*1000.0;
float fs_cldll = (deltas[FRAME_SEGMENT_CLDLL])*1000.0;
float fs_exec = (deltas[FRAME_SEGMENT_CMD_EXECUTE])*1000.0;
m_flLastServerTime = fs_server;
ResetDeltas();
frameTime = host_frametime;
//frameTime /= 1000.0;
if ( frameTime < 0.0001 )
{
fps = 999.0;
}
else
{
fps = 1.0 / frameTime;
}
if (host_speeds.GetInt())
{
int ent_count = 0;
int i;
static int last_host_tickcount;
int ticks = host_tickcount - last_host_tickcount;
last_host_tickcount = host_tickcount;
// count used entities
for (i=0 ; i<sv.num_edicts ; i++)
{
if (!sv.edicts[i].IsFree())
ent_count++;
}
char sz[ 256 ];
Q_snprintf( sz, sizeof( sz ),
"%3i fps -- inp(%3.1f) sv(%3.1f) cl(%3.1f) render(%3.1f) snd(%3.1f) cl_dll(%3.1f) exec(%3.1f) ents(%d) ticks(%d)",
(int)fps,
fs_input,
fs_server,
fs_client,
fs_render,
fs_sound,
fs_cldll,
fs_exec,
ent_count,
ticks );
#ifndef DEDICATED
if ( host_speeds.GetInt() >= 2 )
{
Con_NPrintf ( 0, sz );
}
else
{
ConDMsg ( "%s\n", sz );
}
#endif
}
}
#define FRAME_TIME_FILTER_TIME 0.5f
void CFrameTimer::ComputeFrameVariability()
{
m_pFrameTimeHistory[m_nFrameTimeHistoryIndex] = frametime;
m_pFrameStartTimeHistory[m_nFrameTimeHistoryIndex] = framestarttimeduration;
if ( ++m_nFrameTimeHistoryIndex >= FRAME_HISTORY_COUNT )
{
m_nFrameTimeHistoryIndex = 0;
}
// Compute a low-pass filter of the frame time over the last half-second
// Count the number of samples that live within the last half-second
int i = m_nFrameTimeHistoryIndex;
int nMaxSamples = 0;
float flTotalTime = 0.0f;
while( (nMaxSamples < FRAME_HISTORY_COUNT) && (flTotalTime <= FRAME_TIME_FILTER_TIME) )
{
if ( --i < 0 )
{
i = FRAME_HISTORY_COUNT - 1;
}
if ( m_pFrameTimeHistory[i] == 0.0f )
break;
flTotalTime += m_pFrameTimeHistory[i];
++nMaxSamples;
}
if ( nMaxSamples == 0 )
{
m_flFPSVariability = 0.0f;
m_flFPSStdDeviationSeconds = 0.0f;
m_flFPSStdDeviationFrameStartTimeSeconds = 0.0f;
return;
}
float flExponent = -2.0f / (int)nMaxSamples;
i = m_nFrameTimeHistoryIndex;
float flAverageTime = 0.0f;
float flExpCurveArea = 0.0f;
int n = 0;
while( n < nMaxSamples )
{
if ( --i < 0 )
{
i = FRAME_HISTORY_COUNT - 1;
}
flExpCurveArea += exp( flExponent * n );
flAverageTime += m_pFrameTimeHistory[i] * exp( flExponent * n );
++n;
}
flAverageTime /= flExpCurveArea;
float flAveFPS = 0.0f;
if ( flAverageTime != 0.0f )
{
flAveFPS = 1.0f / flAverageTime;
}
float flCurrentFPS = 0.0f;
if ( frametime != 0.0f )
{
flCurrentFPS = 1.0f / frametime;
}
// Now subtract out the current fps to get variability in FPS
m_flFPSVariability = fabs( flCurrentFPS - flAveFPS );
// Now compute variance/stddeviation
double sumFrameTime = 0.0f, sumFrameStartTime = 0.0f;
int count = 0;
for ( int ii1 = 0; ii1 < FRAME_HISTORY_COUNT; ++ii1 )
{
if ( m_pFrameTimeHistory[ ii1 ] == 0.0f )
continue;
double ft = MIN( m_pFrameTimeHistory[ ii1 ], 0.25 );
sumFrameTime += ft;
ft = MIN( m_pFrameStartTimeHistory[ ii1 ], 0.25 );
sumFrameStartTime += ft;
++count;
}
if ( count <= 1 )
{
return;
}
double avgFrameTime = sumFrameTime / (double)count;
double devSquaredFrameTime = 0.0f;
double avgFrameStartTime = sumFrameStartTime / ( double ) count;
double devSquaredFrameStartTime = 0.0f;
for ( int ii2 = 0; ii2 < FRAME_HISTORY_COUNT; ++ii2 )
{
if ( m_pFrameTimeHistory[ ii2 ] == 0.0f )
continue;
double ft = MIN( m_pFrameTimeHistory[ ii2 ], 0.25 );
double dt = ft - avgFrameTime;
devSquaredFrameTime += ( dt * dt );
ft = MIN( m_pFrameStartTimeHistory[ ii2 ], 0.25 );
dt = ft - avgFrameStartTime;
devSquaredFrameStartTime += ( dt * dt );
}
double variance = devSquaredFrameTime / (double)( count );
m_flFPSStdDeviationSeconds = sqrt( variance );
variance = devSquaredFrameStartTime / ( double ) ( count );
m_flFPSStdDeviationFrameStartTimeSeconds = sqrt( variance );
tmPlot( TELEMETRY_LEVEL0, TMPT_NONE, 0, m_flFPSStdDeviationSeconds * 1000.0f, "m_flFPSStdDeviationSeconds(ms)" );
tmPlot( TELEMETRY_LEVEL0, TMPT_NONE, 0, m_flFPSStdDeviationFrameStartTimeSeconds * 1000.0f, "m_flFPSStdDeviationFrameStartTimeMS(ms)" );
// printf("var: %.2f avg:%.6f frametime:%f\n", m_flFPSStdDeviationSeconds * 1000.0f, avg, frametime);
}
void Host_Speeds()
{
g_HostTimes.MarkFrame();
#if !defined(DEDICATED)
g_pClientDemoPlayer->MarkFrame( g_HostTimes.m_flFPSVariability );
#endif
}
//-----------------------------------------------------------------------------
// Purpose: When singlestep == 1, then you must set next == 1 to run to the
// next frame.
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool Host_ShouldRun( void )
{
static int current_tick = -1;
// See if we are single stepping
if ( !singlestep.GetInt() )
{
return true;
}
// Did user set "next" to 1?
if ( next.GetInt() )
{
// Did we finally finish this frame ( Host_ShouldRun is called in 3 spots to pause
// three different things ).
if ( current_tick != (host_tickcount-1) )
{
// Okay, time to reset to halt execution again
next.SetValue( 0 );
return false;
}
// Otherwise, keep running this one frame since we are still finishing this frame
return true;
}
else
{
// Remember last frame without "next" being reset ( time is locked )
current_tick = host_tickcount;
// Time is locked
return false;
}
}
static ConVar mem_periodicdumps( "mem_periodicdumps", "0", 0, "Write periodic memstats dumps every n seconds." );
static double g_flLastPeriodicMemDump = -1.0f;
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
static float g_TimeLastMemTest;
void Host_CheckDumpMemoryStats( void )
{
if ( mem_test_each_frame.GetBool() )
{
if ( !MemTest() )
{
DebuggerBreakIfDebugging();
Error( "Heap is corrupt\n" );
}
}
else if ( mem_test_every_n_seconds.GetInt() > 0 )
{
float now = Plat_FloatTime();
if ( now - g_TimeLastMemTest > mem_test_every_n_seconds.GetInt() )
{
g_TimeLastMemTest = now;
if ( !MemTest() )
{
DebuggerBreakIfDebugging();
Error( "Heap is corrupt\n" );
}
}
}
if ( mem_periodicdumps.GetFloat() > 0.0f )
{
double curtime = Plat_FloatTime();
if ( curtime - g_flLastPeriodicMemDump > mem_periodicdumps.GetFloat() )
{
const char *mapname = GetMapName();
Host_PrintMemoryStatus( mapname );
g_pMemAlloc->DumpStatsFileBase( mapname );
g_flLastPeriodicMemDump = curtime;
}
}
#if defined(_WIN32)
if ( mem_dumpstats.GetInt() <= 0 )
return;
if ( mem_dumpstats.GetInt() == 1 )
mem_dumpstats.SetValue( 0 ); // reset cvar, dump stats only once
_CrtMemState state;
Q_memset( &state, 0, sizeof( state ) );
_CrtMemCheckpoint( &state );
unsigned int size = 0;
for ( int use = 0; use < _MAX_BLOCKS; use++)
{
size += state.lSizes[ use ];
}
Msg("MEMORY: Run-time Heap\n------------------------------------\n");
Msg( "\tHigh water %s\n", Q_pretifymem( state.lHighWaterCount,4 ) );
Msg( "\tCurrent mem %s\n", Q_pretifymem( size,4 ) );
Msg("------------------------------------\n");
int hunk = Hunk_MallocSize();
Msg("\tAllocated outside hunk: %s\n", Q_pretifymem( size - hunk ) );
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void _Host_SetGlobalTime()
{
// Server
g_ServerGlobalVariables.realtime = realtime;
g_ServerGlobalVariables.framecount = host_framecount;
g_ServerGlobalVariables.absoluteframetime = host_frametime;
g_ServerGlobalVariables.absoluteframestarttimestddev = host_framestarttime_stddeviation;
g_ServerGlobalVariables.interval_per_tick = host_state.interval_per_tick;
g_ServerGlobalVariables.serverCount = Host_GetServerCount();
#ifndef DEDICATED
// Client
g_ClientGlobalVariables.realtime = realtime;
g_ClientGlobalVariables.framecount = host_framecount;
g_ClientGlobalVariables.absoluteframetime = host_frametime;
g_ClientGlobalVariables.absoluteframestarttimestddev = host_framestarttime_stddeviation;
g_ClientGlobalVariables.interval_per_tick = host_state.interval_per_tick;
#endif
}
/*
==================
_Host_RunFrame
Runs all active servers
==================
*/
void _Host_RunFrame_Input( float accumulated_extra_samples, bool bFinalTick )
{
VPROF_BUDGET( "_Host_RunFrame_Input", _T("Input") );
// Run a test script?
static bool bFirstFrame = true;
if ( bFirstFrame )
{
bFirstFrame = false;
const char *pScriptFilename = CommandLine()->ParmValue( "-testscript" );
if ( pScriptFilename && pScriptFilename[0] )
{
GetTestScriptMgr()->StartTestScript( pScriptFilename );
}
// init the net console if we haven't yet
InitNetConsole();
NET_InitPostFork();
}
g_HostTimes.StartFrameSegment( FRAME_SEGMENT_INPUT );
#ifndef DEDICATED
// Client can process input
ClientDLL_ProcessInput( );
g_HostTimes.StartFrameSegment( FRAME_SEGMENT_CMD_EXECUTE );
// process console commands
Cbuf_Execute ();
g_HostTimes.EndFrameSegment( FRAME_SEGMENT_CMD_EXECUTE );
// Send any current movement commands to server and flush reliable buffer even if not moving yet.
CL_Move( accumulated_extra_samples, bFinalTick );
#endif
g_HostTimes.EndFrameSegment( FRAME_SEGMENT_INPUT );
}
void _Host_ProcessVoice_Server( void )
{
VPROF_BUDGET( "_Host_ProcessVoice_Server", VPROF_BUDGETGROUP_GAME );
SV_ProcessVoice();
}
void _Host_RunFrame_Server( bool finaltick )
{
VPROF_BUDGET( "_Host_RunFrame_Server", VPROF_BUDGETGROUP_GAME );
VPROF_INCREMENT_COUNTER( "ticks", 1 );
VPROF_TEST_SPIKE( vprof_server_spike_threshold.GetFloat() );
// Run the Server frame ( read, run physics, respond )
g_HostTimes.StartFrameSegment( FRAME_SEGMENT_SERVER );
SV_Frame( finaltick );
g_HostTimes.EndFrameSegment( FRAME_SEGMENT_SERVER );
// Look for connectionless rcon packets on dedicated servers
// SV_CheckRcom(); TODO
}
void _Host_RunFrame_Server_Async( int numticks )
{
#ifdef VPROF_ENABLED
if ( vprof_server_thread.GetBool() )
{
if ( g_VProfTargetThread != ThreadGetCurrentId() )
{
g_VProfTargetThread = ThreadGetCurrentId();
}
}
else
{
if ( g_VProfTargetThread == ThreadGetCurrentId() )
{
g_VProfTargetThread = g_MainThreadId;
}
}
#endif
MDLCACHE_COARSE_LOCK_(g_pMDLCache);
for ( int tick = 0; tick < numticks; tick++ )
{
g_ServerGlobalVariables.tickcount = sv.m_nTickCount;
g_ServerGlobalVariables.simTicksThisFrame = numticks - tick;
bool bFinalTick = ( tick == (numticks - 1) );
_Host_RunFrame_Server( bFinalTick );
}
}
void _Host_RunFrame_Client( bool framefinished )
{
#ifndef DEDICATED
VPROF( "_Host_RunFrame_Client" );
g_HostTimes.StartFrameSegment( FRAME_SEGMENT_CLIENT );
// Get any current state update from server, etc.
CL_ReadPackets( framefinished );
GetBaseLocalClient().CheckUpdatingSteamResources();
GetBaseLocalClient().CheckFileCRCsWithServer();
// Resend connection request if needed.
GetBaseLocalClient().RunFrame();
if ( CL_IsHL2Demo() || CL_IsPortalDemo() ) // don't need sv.IsDedicated() because ded servers don't run this
{
void CL_DemoCheckGameUIRevealTime();
CL_DemoCheckGameUIRevealTime();
}
Steam3Client().RunFrame();
#if defined( _DEBUG )
// Debug!!! FireGameEvent
g_GameEventManager.VerifyListenerList();
#endif
g_HostTimes.EndFrameSegment( FRAME_SEGMENT_CLIENT );
// This takes 1 usec, so it's pretty cheap...
CL_SetPagedPoolInfo();
#endif
}
//-----------------------------------------------------------------------------
// Purpose: Used to set limits on certain convars in multiplayer/sv_cheats mode.
// Returns true if it was called recursively and it early-outed.
//-----------------------------------------------------------------------------
bool CheckVarRange_Generic( ConVar *pVar, int minVal, int maxVal )
{
// Don't reenter (resetting the variable when we're checking the range might cause us to reenter here).
static bool bInFunction = false;
if ( bInFunction )
return true;
bInFunction = true;
if ( !CanCheat() && !Host_IsSinglePlayerGame() )
{
int clampedValue = clamp( pVar->GetInt(), minVal, maxVal );
if ( clampedValue != pVar->GetInt() )
{
Warning( "sv_cheats=0 prevented changing %s outside of the range [0,2] (was %d).\n", pVar->GetName(), pVar->GetInt() );
pVar->SetValue( clampedValue );
}
}
bInFunction = false;
return false;
}
void CheckSpecialCheatVars()
{
static ConVar *mat_picmip = NULL;
if ( !mat_picmip )
mat_picmip = g_pCVar->FindVar( "mat_picmip" );
// In multiplayer, don't allow them to set mat_picmip > 2.
if ( mat_picmip )
CheckVarRange_Generic( mat_picmip, -10, 2 );
CheckVarRange_r_rootlod();
CheckVarRange_r_lod();
}
void _Host_RunFrame_Render()
{
#ifndef DEDICATED
VPROF( "_Host_RunFrame_Render" );
CheckSpecialCheatVars();
int nOrgNoRendering = mat_norendering.GetInt();
if ( cl_takesnapshot )
{
// turn off no-rendering mode, if taking screenshot
mat_norendering.SetValue( 0 );
}
// update video if not running in background
g_HostTimes.StartFrameSegment( FRAME_SEGMENT_RENDER );
CL_LatchInterpolationAmount();
{
VPROF( "_Host_RunFrame_Render - UpdateScreen" );
Host_UpdateScreen();
}
{
VPROF( "_Host_RunFrame_Render - CL_DecayLights" );
CL_DecayLights ();
}
g_HostTimes.EndFrameSegment( FRAME_SEGMENT_RENDER );
saverestore->OnFrameRendered();
#ifdef USE_SDL
if ( g_pLauncherMgr )
{
g_pLauncherMgr->OnFrameRendered();
}
#endif
mat_norendering.SetValue( nOrgNoRendering );
#endif
}
void CL_FindInterpolatedAddAngle( float t, float& frac, AddAngle **prev, AddAngle **pnextangle )
{
#ifndef DEDICATED
int c = GetLocalClient().addangle.Count();
*prev = NULL;
*pnextangle = NULL;
AddAngle *pentry = NULL;
for ( int i = 0; i < c; i++ )
{
AddAngle *entry = &GetLocalClient().addangle[ i ];
*pnextangle = entry;
// Time is earlier
if ( t < entry->starttime )
{
if ( i == 0 )
{
*prev = *pnextangle;
frac = 0.0f;
return;
}
// Avoid div by zero
if ( entry->starttime == pentry->starttime )
{
frac = 0.0f;
return;
}
// Time spans the two entries
frac = ( t - pentry->starttime ) / ( entry->starttime - pentry->starttime );
frac = clamp( frac, 0.0f, 1.0f );
return;
}
*prev = *pnextangle;
pentry = entry;
}
#endif
}
void CL_DiscardOldAddAngleEntries( float t )
{
#ifndef DEDICATED
float killtime = t - host_state.interval_per_tick - 0.1f;
for ( int i = 0; i < GetLocalClient().addangle.Count(); i++ )
{
AddAngle *p = &GetLocalClient().addangle[ i ];
if ( p->starttime <= killtime )
{
GetLocalClient().addangle.Remove( i );
--i;
}
}
// It's safe to reset the master counter once all the entries decay
if ( GetLocalClient().addangle.Count() == 0 )
{
GetLocalClient().prevaddangletotal = GetLocalClient().addangletotal = 0.0f;
}
#endif
}
#ifndef DEDICATED
void CL_ApplyAddAngle()
{
FOR_EACH_VALID_SPLITSCREEN_PLAYER( hh )
{
ACTIVE_SPLITSCREEN_PLAYER_GUARD( hh );
float curtime = GetBaseLocalClient().GetTime() - host_state.interval_per_tick;
AddAngle *prev = NULL, *pnextangle = NULL;
float frac = 0.0f;
float addangletotal = 0.0f;
CL_FindInterpolatedAddAngle( curtime, frac, &prev, &pnextangle );
if ( prev && pnextangle )
{
addangletotal = prev->total + frac * ( pnextangle->total - prev->total );
}
else
{
addangletotal = GetLocalClient().prevaddangletotal;
}
float amove = addangletotal - GetLocalClient().prevaddangletotal;
// Update view angles
GetLocalClient().viewangles[ 1 ] += amove;
// Update client .dll view of angles
g_pClientSidePrediction->SetLocalViewAngles( GetLocalClient().viewangles );
// Remember last total
GetLocalClient().prevaddangletotal = addangletotal;
CL_DiscardOldAddAngleEntries( curtime );
}
}
#endif
CJob *g_pSoundJob;
bool g_bAllowThreadedSound;
void _Host_RunFrame_Sound()
{
#ifndef DEDICATED
if ( g_pSoundJob )
{
return;
}
VPROF_BUDGET( "_Host_RunFrame_Sound", VPROF_BUDGETGROUP_OTHER_SOUND );
g_HostTimes.StartFrameSegment( FRAME_SEGMENT_SOUND );
if ( !host_threaded_sound.GetBool() || !g_bAllowThreadedSound )
{
Host_UpdateSounds();
}
g_HostTimes.EndFrameSegment( FRAME_SEGMENT_SOUND );
#endif
}
void Host_BeginThreadedSound()
{
#ifndef DEDICATED
#ifdef _PS3
if (sv.IsActive())
{
Host_UpdateSounds();
g_pSoundJob = NULL;
return;
}
else if(host_threaded_sound_simplethread.GetBool())
{
SNPROF("Kick Sound");
g_pGcmSharedData->RunAudio(Host_UpdateSounds);
g_pSoundJob = (CJob*)1;
return;
}
#endif
if ( !host_threaded_sound.GetBool() || !g_bAllowThreadedSound )
{
return;
}
g_pSoundJob = new CFunctorJob( CreateFunctor( Host_UpdateSounds ) );
IThreadPool *pSoundThreadPool;
#ifdef _X360
pSoundThreadPool = g_pAlternateThreadPool;
#else
pSoundThreadPool = g_pThreadPool;
#endif
if ( IsX360() )
{
g_pSoundJob->SetServiceThread( g_nServerThread );
}
pSoundThreadPool->AddJob( g_pSoundJob );
#endif
}
void Host_EndThreadedSound()
{
if ( !g_pSoundJob )
{
return;
}
#ifdef _PS3
if(host_threaded_sound_simplethread.GetBool())
{
SNPROF("Wait for Sound");
g_pGcmSharedData->WaitForAudio();
g_pSoundJob = NULL;
return;
}
#endif
VPROF_BUDGET( "_Host_RunFrame_Sound", VPROF_BUDGETGROUP_OTHER_SOUND );
g_pSoundJob->WaitForFinishAndRelease();
g_pSoundJob = NULL;
}
float SV_GetSoundDuration( const char *pSample );
#ifndef DEDICATED
float AudioSource_GetSoundDuration( CSfxTable *pSfx );
#endif
float Host_GetSoundDuration( const char *pSample )
{
#ifndef DEDICATED
// bug 27822 (crash when leaving 360 credits map)
// If we don't check connected here, then client can be partially through disconnecting (stringtable dictionary wiped, etc)
// but still have the m_pStringTableDictionary pointer hanging around and then the server, on another thread,
// calls through this case and tries to read the memory and crashes...
CClientState &cl = GetBaseLocalClient();
if ( cl.IsConnected() )
{
int index = cl.LookupSoundIndex( pSample );
if ( index >= 0 )
{
CSfxTable *pSfxTable = cl.GetSound( index );
if ( ( pSfxTable != NULL) && pSfxTable->m_bIsLateLoad )
{
DevMsg( " Reason for late load of '%s': Calling Host_GetSoundDuration().\n", pSample );
}
return AudioSource_GetSoundDuration( pSfxTable );
}
}
#endif
return SV_GetSoundDuration( pSample );
}
CON_COMMAND( host_runofftime, "Run off some time without rendering/updating sounds\n" )
{
if ( args.ArgC() != 2 )
{
ConMsg( "Usage: host_runofftime <seconds>\n" );
return;
}
if ( !sv.IsActive() )
{
ConMsg( "host_runofftime: must be running a server\n" );
return;
}
if ( sv.IsMultiplayer() )
{
ConMsg( "host_runofftime: only valid in single player\n" );
return;
}
float advanceTime = atof( args[1] );
if ( advanceTime <= 0.0f )
return;
// 15 minutes is a _long_ time!!!
if ( advanceTime > 15.0f * 60.0f )
{
ConMsg( "host_runofftime would run off %.2f minutes!!! ignoring\n",
advanceTime / 60.0f );
return;
}
ConMsg( "Skipping ahead for %f seconds\n", advanceTime );
SCR_UpdateScreen();
SCR_UpdateScreen ();
}
#if !defined( _GAMECONSOLE )
S_API int SteamGameServer_GetIPCCallCount();
#else
S_API int SteamGameServer_GetIPCCallCount() { return 0; }
#endif
void Host_ShowIPCCallCount()
{
// If set to 0 then get out.
if ( host_ShowIPCCallCount.GetInt() == 0 )
return;
static float s_flLastTime = 0;
static int s_nLastTick = host_tickcount;
static int s_nLastFrame = host_framecount;
// Figure out how often they want to update.
double flInterval = 0;
if ( host_ShowIPCCallCount.GetFloat() > 0 )
{
flInterval = 1.0f / host_ShowIPCCallCount.GetFloat();
}
// This is called every frame so increment the frame counter.
double flCurTime = Plat_FloatTime();
if ( flCurTime - s_flLastTime >= flInterval )
{
uint32 callCount = 0;
#ifndef NO_STEAM
ISteamClient *pSteamClient =
#ifdef DEDICATED
Steam3Server().SteamClient()
#else
Steam3Client().SteamClient()
#endif
;
if ( pSteamClient )
{
callCount = pSteamClient->GetIPCCallCount();
}
else
{
// Ok, we're a dedicated server and we need to use this to get it.
callCount = (uint32)SteamGameServer_GetIPCCallCount();
}
#endif
// Avoid a divide by zero.
int frameCount = host_framecount - s_nLastFrame;
int tickCount = host_tickcount - s_nLastTick;
if ( frameCount == 0 || tickCount == 0 )
return;
Msg( "host_ShowIPCCallCount: %d IPC calls in the past [%d frames, %d ticks] Avg: [%.2f/frame, %.2f/tick]\n",
callCount, frameCount, tickCount, (float)callCount / frameCount, (float)callCount / tickCount );
s_flLastTime = flCurTime;
s_nLastTick = host_tickcount;
s_nLastFrame = host_framecount;
}
}
void Host_SetClientInSimulation( bool bInSimulation )
{
#ifndef DEDICATED
GetBaseLocalClient().insimulation = bInSimulation;
// Compute absolute/render time stamp
g_ClientGlobalVariables.curtime = GetBaseLocalClient().GetTime();
g_ClientGlobalVariables.frametime = GetBaseLocalClient().GetFrameTime();
#endif
}
static ConVar host_Sleep( "host_sleep", "0", FCVAR_CHEAT, "Force the host to sleep a certain number of milliseconds each frame." );
extern ConVar sv_alternateticks;
ConVar host_print_frame_times( "host_print_frame_times", "0" );
#ifndef DEDICATED
static void PrintHostFrameTimes( int nNumTicks, float flHostRemainder, float flMinimumTickInterval )
{
const int nFrameHistorySize = 100;
static float flFrameTimes[nFrameHistorySize];
static int nFrameIndex = 0;
flFrameTimes[nFrameIndex] = host_frametime;
nFrameIndex = ( nFrameIndex + 1 ) % nFrameHistorySize;
float flMinFrameTime = 1.0f;
float flAvgFrameTime = 0.0f;
for ( int i = 0; i < nFrameHistorySize; ++ i )
{
if ( flFrameTimes[i] < flMinFrameTime )
{
flMinFrameTime = flFrameTimes[i];
}
flAvgFrameTime += flFrameTimes[i];
}
flAvgFrameTime /= (float)nFrameHistorySize;
con_nprint_t printinfo;
printinfo.index = 1;
printinfo.time_to_live = -1;
printinfo.color[0] = printinfo.color[1] = printinfo.color[2] = 1.0f;
printinfo.fixed_width_font = true;
Con_NXPrintf( &printinfo, "ticks: %d, host_remainder: %f, host_frametime: %f, minimum interval: %f\n", nNumTicks, flHostRemainder, host_frametime, flMinimumTickInterval );
printinfo.index = 2;
Con_NXPrintf( &printinfo, "Running min frametime: %f, running avg frametime: %f\n", flMinFrameTime, flAvgFrameTime );
}
#endif // DEDICATED
#if !( defined( _CERT ) || defined( DEDICATED ) )
ConVar fs_enable_stats( "fs_enable_stats", "0" );
static void PrintFsStats()
{
const int nFrameHistorySize = 100;
const int nStatsSize = 6;
static int nStats[nStatsSize][nFrameHistorySize] = { 0 };
static const char * pStatsTitle[] =
{
"# of seeks",
"Time seeking",
"# of reads",
"Time reading",
"Bytes read",
"# of fopen",
};
enum Mode
{
NORMAL,
IN_MS,
IN_BYTES,
SKIPPED,
};
static const Mode nModes[] =
{
NORMAL,
IN_MS,
NORMAL,
IN_MS,
IN_BYTES,
SKIPPED, // In the Source1 engine, there is a very strong correlation between fopen, seeks and reads. Don't display this one.
};
static int nFrameIndex = 0;
IIoStats *pIoStats = g_pFileSystem->GetIoStats();
if ( pIoStats == NULL )
{
con_nprint_t printinfo;
printinfo.index = 1;
printinfo.time_to_live = -1;
printinfo.color[0] = printinfo.color[1] = printinfo.color[2] = 1.0f;
printinfo.fixed_width_font = true;
Con_NXPrintf( &printinfo, "IO stats is disabled.\n" );
return;
}
nStats[0][nFrameIndex] = pIoStats->GetNumberOfFileSeeks();
nStats[1][nFrameIndex] = pIoStats->GetTimeInFileSeek();
nStats[2][nFrameIndex] = pIoStats->GetNumberOfFileReads();
nStats[3][nFrameIndex] = pIoStats->GetTimeInFileReads();
nStats[4][nFrameIndex] = pIoStats->GetFileReadTotalSize();
nStats[5][nFrameIndex] = pIoStats->GetNumberOfFileOpens();
pIoStats->Reset();
nFrameIndex = ( nFrameIndex + 1 ) % nFrameHistorySize;
int nMinStats[nStatsSize], nMaxStats[nStatsSize], nAvgStats[nStatsSize];
for (int i = 0 ; i < nStatsSize ; ++i )
{
if ( nModes[i] == SKIPPED )
{
continue; // Skip this one
}
nMinStats[i] = INT_MAX;
nMaxStats[i] = INT_MIN;
nAvgStats[i] = 0;
for ( int j = 0; j < nFrameHistorySize; ++j )
{
if ( nStats[i][j] < nMinStats[i] )
{
nMinStats[i] = nStats[i][j];
}
else if ( nStats[i][j] > nMaxStats[i] )
{
nMaxStats[i] = nStats[i][j];
}
nAvgStats[i] += nStats[i][j];
}
}
con_nprint_t printinfo;
printinfo.index = 1;
printinfo.time_to_live = -1;
printinfo.color[0] = printinfo.color[1] = printinfo.color[2] = 1.0f;
printinfo.fixed_width_font = true;
Con_NXPrintf( &printinfo, "IO stats from the last %d frames.\n", nFrameHistorySize );
int nPos = 3;
for ( int i = 0 ; i < nStatsSize ; ++i )
{
if ( nModes[i] == SKIPPED )
{
continue; // Skip this stat, not interesting...
}
printinfo.index = nPos++;
float flAverage = ( float )( nAvgStats[i] ) / ( float )( nFrameHistorySize );
const float flFrameRate = 30.0f; // Hardcoded at this moment
float flAveragePerSec = flAverage * flFrameRate;
// It seems that %3.1f format is not respected (at least on PS3, switch everything to %d).
// Also there is no point displaying min, it is pretty much always 0.
switch ( nModes[i] )
{
case NORMAL:
Con_NXPrintf( &printinfo, "%s - Avg:%5d - Max:%5d -%5d /s\n", pStatsTitle[i], ( int )flAverage, nMaxStats[i], ( int )flAveragePerSec );
//Con_NXPrintf( &printinfo, "%s - Min:%2d - Avg:% 3.1f - Max:%5d -% 3.1f /s\n", pStatsTitle[i], nMinStats[i], flAverage, nMaxStats[i], flAveragePerSec );
break;
case IN_MS:
Con_NXPrintf( &printinfo, "%s - Avg:%5d ms - Max:%5d ms -%5d ms/s\n", pStatsTitle[i], ( int )flAverage, nMaxStats[i], ( int )flAveragePerSec );
//Con_NXPrintf( &printinfo, "%s - Min:%2d ms - Avg:% 3.1f ms - Max:%5d ms -% 3.1f ms/s\n", pStatsTitle[i], nMinStats[i], flAverage, nMaxStats[i], flAveragePerSec );
break;
case IN_BYTES:
{
//int nMin = nMinStats[i] / 1024;
flAverage /= 1024.f;
int nMax = nMaxStats[i] / 1024;
flAveragePerSec /= 1024.f;
Con_NXPrintf( &printinfo, "%s - Avg:%5d Kb - Max:%5d Kb -%5d Kb/s\n", pStatsTitle[i], ( int )flAverage, nMax, ( int )flAveragePerSec );
}
break;
}
}
extern float g_fDelayForChoreo;
printinfo.index = nPos++;
Con_NXPrintf( &printinfo, "Delay for choreo: %5d ms\n", ( int )( g_fDelayForChoreo * 1000 ) );
}
#endif
#define LOG_FRAME_OUTPUT 0
void _Host_RunFrame (float time)
{
g_HostTimes.MarkFrameStartTime();
MDLCACHE_COARSE_LOCK_(g_pMDLCache);
static double host_remainder = 0.0f;
double prevremainder;
bool shouldrender;
#if defined( RAD_TELEMETRY_ENABLED )
if( g_Telemetry.DemoTickEnd == ( uint32 )-1 )
{
Cbuf_AddText( Cbuf_GetCurrentPlayer(), "quit\n" );
}
#endif
#ifndef DEDICATED
CClientState &cl = GetBaseLocalClient();
#endif
int numticks;
{
// Profile scope specific to the top of this function, protect from setjmp() problems
VPROF( "_Host_RunFrame_Upto_MarkFrame" );
if ( host_checkheap )
{
#if defined(_WIN32)
if ( _heapchk() != _HEAPOK )
{
Sys_Error( "_Host_RunFrame (top): _heapchk() != _HEAPOK\n" );
}
#endif
}
static double timeLastMemCompact;
if ( mem_incremental_compact_rate.GetFloat() > 0 )
{
double curTime = Plat_FloatTime();
if ( curTime - timeLastMemCompact > (double)mem_incremental_compact_rate.GetFloat() )
{
timeLastMemCompact = curTime;
g_pMemAlloc->CompactIncremental();
}
}
if ( host_Sleep.GetInt() )
{
Sys_Sleep( host_Sleep.GetInt() );
}
// Slow down the playback?
if ( g_iVCRPlaybackSleepInterval )
{
Sys_Sleep( g_iVCRPlaybackSleepInterval );
}
MapReslistGenerator().RunFrame();
static int lastrunoffsecond = -1;
if ( setjmp ( host_enddemo ) )
return; // demo finished.
// decide the simulation time
Host_AccumulateTime ( time );
_Host_SetGlobalTime();
shouldrender = !sv.IsDedicated();
// FIXME: Could track remainder as fractional ticks instead of msec
prevremainder = host_remainder;
if ( prevremainder < 0 )
prevremainder = 0;
#if !defined(DEDICATED)
if ( !demoplayer->IsPlaybackPaused() )
#endif
{
host_remainder += host_frametime;
}
numticks = 0; // how many ticks we will simulate this frame
// If we're using sv_alternateticks, make sure there are at least 2 ticks worth of host_remainder time to consume
#if defined( LINUX )
bool bAlternateTicks = false;
#else
bool bAlternateTicks = sv_alternateticks.GetBool() && ( GetBaseLocalClient().m_nMaxClients == 1 );
#endif
float flMinimumTickInterval = bAlternateTicks ? host_state.interval_per_tick * 2.0f : host_state.interval_per_tick;
if ( host_remainder >= flMinimumTickInterval )
{
numticks = (int)( floor(host_remainder / host_state.interval_per_tick ) );
// round to nearest even ending tick in alternate ticks mode so the last
// tick is always simulated prior to updating the network data
if ( bAlternateTicks )
{
int startTick = g_ServerGlobalVariables.tickcount;
int endTick = startTick + numticks;
endTick = endTick & ~(0x1); // an even number of ticks, rounding down
numticks = endTick - startTick;
}
host_remainder -= numticks * host_state.interval_per_tick;
}
host_nexttick = host_state.interval_per_tick - host_remainder;
g_pMDLCache->MarkFrame();
#if !( defined( _CERT ) || defined( DEDICATED ) )
if ( host_print_frame_times.GetBool() )
{
PrintHostFrameTimes( numticks, host_remainder, flMinimumTickInterval );
}
if ( fs_enable_stats.GetBool() )
{
PrintFsStats();
}
#endif // !_CERT || !DEDICATED
}
{
// Profile scope, protect from setjmp() problems
VPROF( "_Host_RunFrame" );
g_HostTimes.StartFrameSegment( FRAME_SEGMENT_CMD_EXECUTE );
// process console commands
#if defined( _GAMECONSOLE ) && !defined( _CERT )
static volatile bool s_bMemDebug = !!CommandLine()->FindParm( "-mem_dump_frames" );
if ( s_bMemDebug )
Cbuf_AddText( CBUF_FIRST_PLAYER, "mem_dump;\n" );
static char s_chBufferConCommandHack[256] = {0};
if ( s_chBufferConCommandHack[0] )
{
Cbuf_AddText( CBUF_FIRST_PLAYER, s_chBufferConCommandHack );
s_chBufferConCommandHack[0] = 0;
}
#endif
Cbuf_Execute ();
if ( NET_IsDedicatedForXbox() )
{
if ( NET_IsDedicated() && !NET_IsMultiplayer() )
{
NET_SetMultiplayer( true );
}
}
else
{
// initialize networking after commandline & autoexec.cfg have been parsed
NET_Init( NET_IsDedicated() );
}
g_HostTimes.EndFrameSegment( FRAME_SEGMENT_CMD_EXECUTE );
// Msg( "Running %i ticks (%f remainder) for frametime %f total %f tick %f delta %f\n", numticks, remainder, host_frametime, host_time );
g_ServerGlobalVariables.interpolation_amount = 0.0f;
#ifndef DEDICATED
g_ClientGlobalVariables.interpolation_amount = 0.0f;
cl.insimulation = true;
#endif
host_frameticks = numticks;
host_currentframetick = 0;
#if !defined( DEDICATED )
// This is to make the tool do both sim + rendering on the initial frame
// cl.IsActive changes in the loop below, as does scr_nextdrawtick
// We're just caching off the state here so that we have a consistent return value
// for enginetool->IsInGame the entire frame
g_pEngineToolInternal->SetIsInGame( cl.IsActive() && ( scr_nextdrawtick == 0 ) );
#endif
CJob *pGameJob = NULL;
// threaded path only supported in listen server
#ifndef DEDICATED
if ( !IsEngineThreaded() )
#endif
{
#ifndef DEDICATED
if ( g_ClientDLL )
{
g_ClientDLL->IN_SetSampleTime(host_frametime);
}
g_ClientGlobalVariables.simTicksThisFrame = 1;
#endif
#ifndef DEDICATED
cl.m_tickRemainder = host_remainder;
cl.SetFrameTime( host_frametime );
#endif
g_ServerGlobalVariables.simTicksThisFrame = 1;
for ( int tick = 0; tick < numticks; tick++ )
{
// Emit an ETW event every simulation frame.
ETWSimFrameMark( sv.IsDedicated() );
double now = Plat_FloatTime();
float jitter = now - host_idealtime;
// Track jitter (delta between ideal time and actual tick execution time)
host_jitterhistory[ host_jitterhistorypos ] = jitter;
host_jitterhistorypos = ( host_jitterhistorypos + 1 ) % ARRAYSIZE(host_jitterhistory);
// Very slowly decay "ideal" towards current wall clock unless delta is large
if ( fabs( jitter ) > 1.0f )
{
host_idealtime = now;
}
else
{
host_idealtime = 0.99 * host_idealtime + 0.01 * now;
}
// process any asynchronous network traffic (TCP), set net_time
NET_RunFrame( now );
// Only send updates on final tick so we don't re-encode network data multiple times per frame unnecessarily
bool bFinalTick = ( tick == (numticks - 1) );
if ( NET_IsDedicatedForXbox() )
{
if ( NET_IsDedicated() && !NET_IsMultiplayer() )
{
NET_SetMultiplayer( true );
}
}
else
{
// initialize networking after commandline & autoexec.cfg have been parsed
NET_Init( NET_IsDedicated() );
}
g_ServerGlobalVariables.tickcount = sv.m_nTickCount;
// NOTE: Do we want do this at start or end of this loop?
++host_tickcount;
++host_currentframetick;
#ifndef DEDICATED
g_ClientGlobalVariables.tickcount = cl.GetClientTickCount();
// Make sure state is correct
CL_CheckClientState();
#endif
//-------------------
// input processing
//-------------------
if ( host_runframe_input_parcelremainder.GetBool() )
{
//sv_alternateticks creates instances where we're guaranteed to have a first-loop prevremainder of more than a tick, creating negative frame times for input deeper down
float fParcelRemainder = MIN( prevremainder, host_state.interval_per_tick );
_Host_RunFrame_Input( fParcelRemainder, bFinalTick );
prevremainder -= fParcelRemainder;
}
else
{
_Host_RunFrame_Input( prevremainder, bFinalTick );
prevremainder = 0;
}
//-------------------
//
// server operations
//
//-------------------
_Host_RunFrame_Server( bFinalTick );
// Additional networking ops for SPLITPACKET stuff (99.9% of the time this will be an empty list of work)
NET_SendQueuedPackets();
//-------------------
//
// client operations
//
//-------------------
#ifndef DEDICATED
if ( !sv.IsDedicated() )
{
_Host_RunFrame_Client( bFinalTick );
}
toolframework->Think( bFinalTick );
#endif
host_idealtime += host_state.interval_per_tick;
}
#if defined( VOICE_OVER_IP ) && !defined( DEDICATED )
// Send any enqueued voice data to the server
CL_ProcessVoiceData();
if ( numticks == 0 )
{
_Host_ProcessVoice_Server();
}
#endif // VOICE_OVER_IP && !DEDICATED
// run HLTV (both active, and not yet connected)
for ( CHltvServerIterator hltv; hltv; hltv.Next() )
{
hltv->RunFrame();
}
if ( hltvtest )
{
hltvtest->RunFrame();
}
#if defined( REPLAY_ENABLED )
// run replay if active
if ( replay )
{
replay->RunFrame();
if ( g_pServerReplayHistoryManager )
g_pServerReplayHistoryManager->Update();
}
if ( g_pClientReplayHistoryManager && g_pClientReplayHistoryManager->IsInitialized() )
g_pClientReplayHistoryManager->Update();
#endif
#ifndef DEDICATED
// This is a hack to let timedemo pull messages from the queue faster than every 15 msec
// Also when demoplayer is skipping packets to a certain tick we should process the queue
// as quickly as we can.
if ( numticks == 0 && ( demoplayer->IsPlayingTimeDemo() || demoplayer->IsSkipping() ) )
{
_Host_RunFrame_Client( true );
}
if ( !sv.IsDedicated() )
{
// This causes cl.gettime() to return the true clock being used for rendering (tickcount * rate + remainder)
Host_SetClientInSimulation( false );
// Now allow for interpolation on client
g_ClientGlobalVariables.interpolation_amount = ( cl.m_tickRemainder / host_state.interval_per_tick );
//-------------------
// Run prediction if it hasn't been run yet
//-------------------
// If we haven't predicted/simulated the player (multiplayer with prediction enabled and
// not a listen server with zero frame lag, then go ahead and predict now
CL_RunPrediction( PREDICTION_NORMAL );
CL_ApplyAddAngle();
// The mouse is always simulated for the current frame's time
// This makes updates smooth in every case
// continuous controllers affecting the view are also simulated this way
// but they have a cap applied by IN_SetSampleTime() so they are not also
// simulated during input gathering
CL_ExtraMouseUpdate( g_ClientGlobalVariables.frametime );
}
#endif
#if LOG_FRAME_OUTPUT
if ( !cl.IsPaused() || !sv.IsPaused() )
{
Msg("=============SIM: CLIENT %5d + %d, SERVER %5d + %d\t REM: %.2f\n", cl.GetClientTickCount(), numticks, sv.m_nTickCount, numticks, host_remainder*1000.0f );
}
#endif
}
#ifndef DEDICATED
else
{
static int numticks_last_frame = 0;
static float host_remainder_last_frame = 0, prev_remainder_last_frame = 0, last_frame_time = 0;
int clientticks;
int serverticks;
clientticks = numticks_last_frame;
cl.m_tickRemainder = host_remainder_last_frame;
cl.SetFrameTime( last_frame_time );
if ( g_ClientDLL )
{
g_ClientDLL->IN_SetSampleTime(last_frame_time);
}
last_frame_time = host_frametime;
serverticks = numticks;
g_ClientGlobalVariables.simTicksThisFrame = clientticks;
g_ServerGlobalVariables.simTicksThisFrame = serverticks;
g_ServerGlobalVariables.tickcount = sv.m_nTickCount;
// THREADED: Run Client
// -------------------
for ( int tick = 0; tick < clientticks; tick++ )
{
// process any asynchronous network traffic (TCP), set net_time
NET_RunFrame( Plat_FloatTime() );
// Only send updates on final tick so we don't re-encode network data multiple times per frame unnecessarily
bool bFinalTick = ( tick == (clientticks - 1) );
if ( NET_IsDedicatedForXbox() )
{
if ( NET_IsDedicated() && !NET_IsMultiplayer() )
{
NET_SetMultiplayer( true );
}
}
else
{
// initialize networking after commandline & autoexec.cfg have been parsed
NET_Init( NET_IsDedicated() );
}
g_ClientGlobalVariables.tickcount = cl.GetClientTickCount();
// Make sure state is correct
CL_CheckClientState();
// Additional networking ops for SPLITPACKET stuff (99.9% of the time this will be an empty list of work)
NET_SendQueuedPackets();
//-------------------
//
// client operations
//
//-------------------
if ( !sv.IsDedicated() )
{
_Host_RunFrame_Client( bFinalTick );
}
toolframework->Think( bFinalTick );
}
#if defined( VOICE_OVER_IP )
// Send any enqueued voice data to the server
CL_ProcessVoiceData();
#endif // VOICE_OVER_IP
// This is a hack to let timedemo pull messages from the queue faster than every 15 msec
// Also when demoplayer is skipping packets to a certain tick we should process the queue
// as quickly as we can.
if ( clientticks == 0 && ( demoplayer->IsPlayingTimeDemo() || demoplayer->IsSkipping() ) )
{
_Host_RunFrame_Client( true );
}
// This causes cl.gettime() to return the true clock being used for rendering (tickcount * rate + remainder)
Host_SetClientInSimulation( false );
// Now allow for interpolation on client
g_ClientGlobalVariables.interpolation_amount = ( cl.m_tickRemainder / host_state.interval_per_tick );
//-------------------
// Run prediction if it hasn't been run yet
//-------------------
// If we haven't predicted/simulated the player (multiplayer with prediction enabled and
// not a listen server with zero frame lag, then go ahead and predict now
CL_RunPrediction( PREDICTION_NORMAL );
CL_ApplyAddAngle();
Host_SetClientInSimulation( true );
// THREADED: Run Input
// -------------------
int saveTick = g_ClientGlobalVariables.tickcount;
for ( int tick = 0; tick < serverticks; tick++ )
{
// NOTE: Do we want do this at start or end of this loop?
++host_tickcount;
++host_currentframetick;
g_ClientGlobalVariables.tickcount = host_tickcount;
bool bFinalTick = tick==(serverticks-1) ? true : false;
_Host_RunFrame_Input( prevremainder, bFinalTick );
prevremainder = 0;
// process any asynchronous network traffic (TCP), set net_time
NET_RunFrame( Plat_FloatTime() );
}
#if defined( VOICE_OVER_IP )
if ( serverticks == 0 )
{
_Host_ProcessVoice_Server();
}
#endif
Host_SetClientInSimulation( false );
// The mouse is always simulated for the current frame's time
// This makes updates smooth in every case
// continuous controllers affecting the view are also simulated this way
// but they have a cap applied by IN_SetSampleTime() so they are not also
// simulated during input gathering
CL_ExtraMouseUpdate( g_ClientGlobalVariables.frametime );
g_ClientGlobalVariables.tickcount = saveTick;
numticks_last_frame = numticks;
host_remainder_last_frame = host_remainder;
// THREADED: Run Server
// -------------------
// set net_time once before running the server
NET_SetTime( Plat_FloatTime() );
#ifdef _PS3
SNPROF("Kick sv");
g_pGcmSharedData->RunServer(_Host_RunFrame_Server_Async, serverticks);
pGameJob = (CJob*)1;
#else
pGameJob = new CFunctorJob( CreateFunctor( _Host_RunFrame_Server_Async, serverticks ) );
if ( IsX360() )
{
pGameJob->SetServiceThread( g_nServerThread );
}
g_pThreadPool->AddJob( pGameJob );
#endif
#if LOG_FRAME_OUTPUT
if ( !cl.IsPaused() || !sv.IsPaused() )
{
Msg("=============SIM: CLIENT %5d + %d, SERVER %5d + %d\t REM: %.2f\n", cl.GetClientTickCount(), clientticks, sv.m_nTickCount, serverticks, host_remainder*1000.0f );
}
#endif
}
#endif // DEDICATED
#if defined ( INCLUDE_SCALEFORM )
if ( g_pScaleformUI && shouldrender )
{
float timeScale = host_timescale.GetFloat() * sv.GetTimescale();
if ( timeScale <= 0.0f )
timeScale = 1.0f;
// using realtime here, because we never want scaleform menus paused (they fail to work).
// we may want to remove timescale here also
static float flLastScaleformRunFrame = g_ClientGlobalVariables.realtime;
g_pScaleformUI->RunFrame( ( g_ClientGlobalVariables.realtime - flLastScaleformRunFrame ) / timeScale );
flLastScaleformRunFrame = g_ClientGlobalVariables.realtime;
}
#endif
g_Log.RunFrame();
if ( shouldrender )
{
#if LOG_FRAME_OUTPUT
if ( !cl.IsPaused() || !sv.IsPaused() )
{
static float lastFrameTime = 0;
float frametime = g_ClientGlobalVariables.curtime - lastFrameTime;
Msg("RENDER AT: %6.4f: %.2fms [%.2fms implicit] frametime\n",
g_ClientGlobalVariables.curtime, g_ClientGlobalVariables.frametime*1000.0f, frametime * 1000.0f);
lastFrameTime = g_ClientGlobalVariables.curtime;
}
#endif
//-------------------
// rendering
//-------------------
_Host_RunFrame_Render();
//-------------------
// sound
//-------------------
_Host_RunFrame_Sound();
if ( g_bVCRSingleStep )
{
VCR_EnterPausedState();
}
}
//-------------------
// simulation
//-------------------
g_HostTimes.MarkSwapTime( );
#ifndef DEDICATED
if ( !sv.IsDedicated() )
{
VPROF_BUDGET( "_Host_RunFrame - ClientDLL_Update", VPROF_BUDGETGROUP_CLIENT_SIM );
// Client-side simulation
g_HostTimes.StartFrameSegment( FRAME_SEGMENT_CLDLL );
ClientDLL_Update();
g_HostTimes.EndFrameSegment( FRAME_SEGMENT_CLDLL );
}
#endif
if ( pGameJob )
{
{
VPROF_BUDGET( "WaitForAsyncServer", "AsyncServer" );
#ifndef _PS3
if ( Host_IsSinglePlayerGame() )
{
// This should change to a YieldWait if the server starts wanting to parallel process. If
// so, will need some route for the server to queue up work it wants to execute outside
// its frame, otherwise some of it would be performed during the yield. Right now
// need to wait for server so we don't stall on queued AI operations (toml 7/3/2007)
pGameJob->ExecuteAndRelease();
}
else
{
pGameJob->WaitForFinishAndRelease();
}
#else
SNPROF("WaitFor Sv");
g_pGcmSharedData->WaitForServer();
#endif
}
SV_FrameExecuteThreadDeferred();
}
Host_EndThreadedSound();
//-------------------
// time
//-------------------
Host_Speeds();
Host_UpdateMapList();
host_framecount++;
#if !defined(DEDICATED)
if ( !demoplayer->IsPlaybackPaused() )
{
host_time = host_tickcount * host_state.interval_per_tick + cl.m_tickRemainder;
}
#endif
Host_PostFrameRate( host_frametime );
if ( host_checkheap )
{
#ifdef _WIN32
if ( _heapchk() != _HEAPOK )
{
Sys_Error( "_Host_RunFrame (bottom): _heapchk() != _HEAPOK\n" );
}
#endif
}
Status_CheckSendETWMark();
Host_CheckDumpMemoryStats();
GetTestScriptMgr()->CheckPoint( "frame_end" );
} // Profile scope, protect from setjmp() problems
Host_ShowIPCCallCount();
}
/*
==============================
Host_Frame
==============================
*/
void Host_RunFrame( float time )
{
static double timetotal = 0;
static int timecount = 0;
static double timestart = 0;
#ifndef DEDICATED
if ( !scr_drawloading && sv.IsActive() && GetBaseLocalClient().IsActive() && !sv.m_bLoadgame)
{
switch ( host_thread_mode.GetInt() )
{
case HTM_DISABLED: g_bThreadedEngine = false; break;
case HTM_DEFAULT: g_bThreadedEngine = ( g_pThreadPool->NumThreads() > 0 ); break;
case HTM_FORCED: g_bThreadedEngine = true; break;
}
#ifdef _PS3
g_bThreadedEngine = true; // Not reqd anuymore ?
#endif
}
else
#endif
{
g_bThreadedEngine = false;
}
{
VPROF( "UpdateDynamicModels" );
CMDLCacheCriticalSection critsec(g_pMDLCache);
modelloader->UpdateDynamicModels();
}
if ( !host_profile.GetBool() )
{
_Host_RunFrame( time );
return;
}
double time1 = Sys_FloatTime();
_Host_RunFrame( time );
double time2 = Sys_FloatTime();
timetotal += time2 - time1; // time in seconds
timecount++;
if (timecount < 1000)
return;
float fps = 1000/(time2 - timestart);
ConMsg ("host_profile : %i clients, %.1f msec, %.1f fps\n",
sv.GetNumClients(), timetotal, fps );
timecount = 0;
timetotal = 0;
timestart = time2;
}
//-----------------------------------------------------------------------------
// If the user passed -lv on the command-line, they want low violence mode.
//-----------------------------------------------------------------------------
bool IsLowViolence_CommandLine()
{
#if defined( _LOWVIOLENCE )
// a low violence build can not be-undone
return true;
#endif
return ( CommandLine()->FindParm( "-lv" ) != 0 );
}
#ifndef DEDICATED
//-----------------------------------------------------------------------------
// A more secure means of enforcing low violence.
//-----------------------------------------------------------------------------
bool IsLowViolence_Secure()
{
// CS:GO does not have any low violence regions. Ignore what Steam reports.
#if defined( CSTRIKE15 )
return false;
#endif
#ifndef _GAMECONSOLE
if ( IsPC() && Steam3Client().SteamApps() )
{
// let Steam determine current violence settings
return Steam3Client().SteamApps()->BIsLowViolence();
}
#endif
if ( IsGameConsole() )
{
#if defined( _LOWVIOLENCE )
// a low violence build can not be-undone
return true;
#endif
// Users can opt into low violence mode on the command-line.
if ( IsLowViolence_CommandLine() )
{
return true;
}
}
return false;
}
//-----------------------------------------------------------------------------
// If "User Token 2" exists in HKEY_CURRENT_USER/Software/Valve/Half-Life/Settings
// then we disable gore. Obviously not very secure.
//-----------------------------------------------------------------------------
bool IsLowViolence_Registry()
{
if ( IsGameConsole() )
{
#if defined( _LOWVIOLENCE )
// a low violence build can not be-undone
return true;
#endif
// Users can opt into low violence mode on the command-line.
if ( IsLowViolence_CommandLine() )
{
return true;
}
}
// CS:GO does not have any low violence regions. Ignore the registry settings.
#if defined( CSTRIKE15 )
return false;
#endif
char szSubKey[128];
int nBufferLen;
char szBuffer[128];
bool bReducedGore = false;
memset( szBuffer, 0, 128 );
char const *appname = "Source";
Q_snprintf(szSubKey, sizeof( szSubKey ), "Software\\Valve\\%s\\Settings", appname );
nBufferLen = 127;
Q_strncpy( szBuffer, "", sizeof( szBuffer ) );
Sys_GetRegKeyValue( szSubKey, "User Token 2", szBuffer, nBufferLen, szBuffer );
// Gore reduction active?
bReducedGore = ( Q_strlen( szBuffer ) > 0 ) ? true : false;
if ( !bReducedGore )
{
Sys_GetRegKeyValue( szSubKey, "User Token 3", szBuffer, nBufferLen, szBuffer );
bReducedGore = ( Q_strlen( szBuffer ) > 0 ) ? true : false;
}
char gamedir[MAX_OSPATH];
Q_FileBase( com_gamedir, gamedir, sizeof( gamedir ) );
// also check mod specific directories for LV changes
Q_snprintf(szSubKey, sizeof( szSubKey ), "Software\\Valve\\%s\\%s\\Settings", appname, gamedir );
nBufferLen = 127;
Q_strncpy( szBuffer, "", sizeof( szBuffer ) );
Sys_GetRegKeyValue( szSubKey, "User Token 2", szBuffer, nBufferLen, szBuffer );
if ( Q_strlen( szBuffer ) > 0 )
{
bReducedGore = true;
}
Sys_GetRegKeyValue( szSubKey, "User Token 3", szBuffer, nBufferLen, szBuffer );
if ( Q_strlen( szBuffer ) > 0 )
{
bReducedGore = true;
}
return bReducedGore;
}
#endif
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void Host_CheckGore( void )
{
bool bLowViolenceRegistry = false;
bool bLowViolenceSecure = false;
bool bLowViolenceCommandLine = IsLowViolence_CommandLine();
#ifndef DEDICATED
//
// First check the old method of enabling low violence via the registry.
//
#ifdef WIN32
bLowViolenceRegistry = IsLowViolence_Registry();
#endif
//
// Next check the new method of enabling low violence based on country of purchase
// and other means that are inaccessible by the user.
//
bLowViolenceSecure = IsLowViolence_Secure();
#endif
//
// If either method says "yes" to low violence, we're in low violence mode.
//
if ( bLowViolenceRegistry || bLowViolenceSecure || bLowViolenceCommandLine )
{
g_bLowViolence = true;
if ( bLowViolenceRegistry )
{
violence_hblood.SetValue( 0 );
violence_hgibs.SetValue( 0 );
violence_ablood.SetValue( 0 );
violence_agibs.SetValue( 0 );
}
}
else
{
g_bLowViolence = false;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void Host_InitProcessor( void )
{
const CPUInformation& pi = GetCPUInformation();
// Compute Frequency in Mhz:
char* szFrequencyDenomination = "Mhz";
double fFrequency = pi.m_Speed / 1000000.0;
// Adjust to Ghz if nessecary:
if( fFrequency > 1000.0 )
{
fFrequency /= 1000.0;
szFrequencyDenomination = "Ghz";
}
char szFeatureString[256];
Q_strncpy( szFeatureString, pi.m_szProcessorID, sizeof( szFeatureString ) );
Q_strncat( szFeatureString, " ", sizeof( szFeatureString ), COPY_ALL_CHARACTERS );
if( pi.m_bSSE )
{
if( MathLib_SSEEnabled() ) Q_strncat(szFeatureString, "SSE ", sizeof( szFeatureString ), COPY_ALL_CHARACTERS );
else Q_strncat(szFeatureString, "(SSE) ", sizeof( szFeatureString ), COPY_ALL_CHARACTERS );
}
if( pi.m_bSSE2 )
{
if( MathLib_SSE2Enabled() ) Q_strncat(szFeatureString, "SSE2 ", sizeof( szFeatureString ), COPY_ALL_CHARACTERS );
else Q_strncat(szFeatureString, "(SSE2) ", sizeof( szFeatureString ), COPY_ALL_CHARACTERS );
}
if( pi.m_bMMX )
{
if( MathLib_MMXEnabled() ) Q_strncat(szFeatureString, "MMX ", sizeof( szFeatureString ), COPY_ALL_CHARACTERS );
else Q_strncat(szFeatureString, "(MMX) ", sizeof( szFeatureString ), COPY_ALL_CHARACTERS );
}
if( pi.m_bRDTSC ) Q_strncat(szFeatureString, "RDTSC ", sizeof( szFeatureString ), COPY_ALL_CHARACTERS );
if( pi.m_bCMOV ) Q_strncat(szFeatureString, "CMOV ", sizeof( szFeatureString ), COPY_ALL_CHARACTERS );
if( pi.m_bFCMOV ) Q_strncat(szFeatureString, "FCMOV ", sizeof( szFeatureString ), COPY_ALL_CHARACTERS );
// Remove the trailing space. There will always be one.
szFeatureString[Q_strlen(szFeatureString)-1] = '\0';
// Dump CPU information:
if( pi.m_nLogicalProcessors == 1 )
{
ConDMsg( "1 CPU, Frequency: %.01f %s, Features: %s\n",
fFrequency,
szFrequencyDenomination,
szFeatureString
);
}
else
{
char buffer[256] = "";
if( pi.m_nPhysicalProcessors != pi.m_nLogicalProcessors )
{
Q_snprintf(buffer, sizeof( buffer ), " (%i physical)", (int) pi.m_nPhysicalProcessors );
}
ConDMsg( "%i CPUs%s, Frequency: %.01f %s, Features: %s\n",
(int)pi.m_nLogicalProcessors,
buffer,
fFrequency,
szFrequencyDenomination,
szFeatureString
);
}
#if defined( _WIN32 )
if ( s_bInitPME )
{
// Initialize the performance monitoring events code.
InitPME();
}
#endif
}
//-----------------------------------------------------------------------------
// Specifically used by the model loading code to mark models
// touched by the current map
//-----------------------------------------------------------------------------
int Host_GetServerCount( void )
{
#ifndef DEDICATED
if ( GetBaseLocalClient().m_nSignonState >= SIGNONSTATE_NEW ||
( GetBaseLocalClient().m_nSignonState >= SIGNONSTATE_CONNECTED && GetBaseLocalClient().m_bServerInfoProcessed ) )
{
// the server count cannot be relied on until the server info message is processed
// the mulitple state checking state guarantees its validity
return GetBaseLocalClient().m_nServerCount;
}
else
#endif
if ( sv.m_State >= ss_loading )
{
return sv.GetSpawnCount();
}
// this is unfortunate, and happens, but the caller is too early in the protocol or a demo
// cannot identify the correct server count
// return the same count that demo will use
return gHostSpawnCount;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void SpewInstallStatus( void )
{
if ( IsGameConsole() && g_pFullFileSystem )
{
#if defined( _X360 )
Msg( "\nXbox Launched From %s.\n", g_pFullFileSystem->IsLaunchedFromXboxHDD() ? "HDD" : "DVD" );
if ( g_pXboxInstaller )
{
g_pXboxInstaller->SpewStatus();
}
#elif defined( _PS3 )
// This is intended to match CXboxInstaller::SpewStatus as closely as possible:
Msg( "Install Status:\n" );
Msg( "Version: %u (%s) (ps3)\n", XBX_GetImageChangelist(), XBX_GetLanguageString() );
Msg( "DVD Hosted: Disabled\n" );
// This spew is XBox-specific (could be hooked up to the FIOS installer)
//if ( g_pFullFileSystem->IsInstalledToXboxHDDCache() )
//{
// Msg( "Existing Image Found.\n" );
//}
//if ( !IsInstallEnabled() )
//{
// Msg( "Install Enabled.\n" );
//}
//if ( IsFullyInstalled() )
//{
// Msg( "Fully Installed.\n" );
//}
//Msg( "Progress: %d/%d MB\n", GetCopyStats()->m_BytesCopied/(1024*1024), GetTotalSize()/(1024*1024) );
#endif
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void Host_PostInit()
{
if ( serverGameDLL )
{
serverGameDLL->PostInit();
}
#if !defined( DEDICATED )
if ( g_ClientDLL )
{
g_ClientDLL->PostInit();
}
toolframework->PostInit();
if ( !sv.IsDedicated() )
{
// vgui needs other systems to finalize
EngineVGui()->PostInit();
}
if ( serverGameDLL )
{
serverGameDLL->PostToolsInit();
}
SpewInstallStatus();
if ( IsGameConsole() )
{
// fully setup, can now publish cvars to vxconsole
Cbuf_AddText( Cbuf_GetCurrentPlayer(), "getcvars" );
}
#endif
}
#if defined( REPLAY_ENABLED )
void Replay_Init()
{
Assert( replay == NULL );
}
void Replay_Shutdown()
{
if ( replay )
{
replay->Shutdown();
delete replay;
replay = NULL;
}
}
#endif
void HLTV_Init()
{
for ( int i = 0; i < HLTV_SERVER_MAX_COUNT; ++i )
Assert ( g_pHltvServer[ i ] == NULL );
Assert ( hltvtest == NULL );
}
void HLTV_Shutdown()
{
for ( int i = 0; i < HLTV_SERVER_MAX_COUNT; ++i )
{
if ( g_pHltvServer[ i ] )
{
g_pHltvServer[ i ]->Shutdown();
delete g_pHltvServer[ i ];
g_pHltvServer[ i ] = NULL;
}
}
if ( hltvtest )
{
delete hltvtest;
hltvtest = NULL;
}
}
void InstallConVarHook( void );
int g_nForkID = 0;
int g_nSocketToParentProcess = -1;
#ifdef _LINUX
#include <sys/socket.h>
#include <sys/types.h>
void SendStringToParentProcess( char const *pMsg )
{
Assert( IsChildProcess() );
Assert( g_nSocketToParentProcess != -1 );
send( g_nSocketToParentProcess, pMsg, 1 + strlen( pMsg ), MSG_DONTWAIT );
}
#endif
CDebugInputThread * g_pDebugInputThread;
//--------------------------------------------------------------------------------------------------
// PS3 QMS/Server thread
//--------------------------------------------------------------------------------------------------
#ifdef _PS3
static uint32 QMSServerThreadEntry(void* param)
{
while(1)
{
// Wait on semaphore
// For each semaphore posted, we look to see if we should run either "job"
// It is also possible to decr the semaphore, only to have nothing to run...
// ie The semaphore is a wakeup rather than a count of jobs
sys_semaphore_wait(g_pGcmSharedData->m_semaphore, 0);
g_pGcmSharedData->CheckForAudioRequest();
g_pGcmSharedData->CheckForServerRequest();
if (g_pGcmSharedData->m_qmsRunFlag)
{
g_pGcmSharedData->m_qmsRunFlag = 0;
void* p1 = (void*)g_pGcmSharedData->m_cmat;
void* p2 = (void*)g_pGcmSharedData->m_ptr;
g_pGcmSharedData->m_func(p1, p2);
g_pGcmSharedData->m_qmsDoneFlag = 1;
}
}
return 0;
}
static void CreateQMSServerThread()
{
CreateSimpleThread(QMSServerThreadEntry, 0, 0x40000);
}
#endif
// Check with steam to see if the requested file (requires full path) is a valid, signed binary
#define SignatureWarning( ... ) ((void)(0))
static bool Host_IsValidSignature( const char *pFilename, bool bAllowUnknown )
{
#if defined( DEDICATED ) || defined( _GAMECONSOLE )
return true;
#else
if ( Steam3Client().SteamUtils() )
{
SteamAPICall_t hAPICall = Steam3Client().SteamUtils()->CheckFileSignature( pFilename );
bool bAPICallFailed = true;
while ( !Steam3Client().SteamUtils()->IsAPICallCompleted(hAPICall, &bAPICallFailed) )
{
SteamAPI_RunCallbacks();
ThreadSleep( 1 );
}
if( bAPICallFailed )
{
SignatureWarning( "CheckFileSignature API call on %s failed", pFilename );
}
else
{
CheckFileSignature_t result;
Steam3Client().SteamUtils()->GetAPICallResult( hAPICall, &result, sizeof(result), result.k_iCallback, &bAPICallFailed );
if( bAPICallFailed )
{
SignatureWarning( "CheckFileSignature API call on %s failed\n", pFilename );
}
else
{
if( result.m_eCheckFileSignature == k_ECheckFileSignatureValidSignature || result.m_eCheckFileSignature == k_ECheckFileSignatureNoSignaturesFoundForThisApp )
return true;
if ( bAllowUnknown && result.m_eCheckFileSignature == k_ECheckFileSignatureNoSignaturesFoundForThisFile )
return true;
SignatureWarning( "No valid signature found for %s\n", pFilename );
}
}
}
return false;
#endif
}
// Ask steam if it is ok to load this DLL. Unsigned DLLs should not be loaded unless
// the client is running -insecure (testing a plugin for example)
// This keeps legitimate users with modified binaries from getting VAC banned because of them
#if defined( DEDICATED ) || defined( OSX ) || defined( LINUX )
#else
static CUtlVector< CUtlString * > g_PendingSignatureChecks;
static CUtlVector< CUtlString * > g_FailedSignatureChecks;
#endif
bool Host_AllowLoadModule( const char *pFilename, const char *pPathID, bool bAllowUnknown )
{
#if defined( DEDICATED ) || defined( OSX ) || defined( LINUX )
// dedicated servers don't check signatures
// OSX and Linux have no ability to check signatures
return true;
#else
// Allow loading plugins
if ( sv.IsDedicated() )
return true;
// check signature
bool bSignatureIsValid = false;
if ( g_bAllowSecureServers && Steam3Client().SteamUtils() )
{
char szDllname[512];
V_strncpy( szDllname, pFilename, sizeof(szDllname) );
V_SetExtension( szDllname, DLL_EXT_STRING, sizeof(szDllname) );
if ( pPathID )
{
char szFullPath[ 512 ];
const char *pFullPath = g_pFileSystem->RelativePathToFullPath( szDllname, pPathID, szFullPath, sizeof(szFullPath) );
if ( !pFullPath )
{
SignatureWarning("Can't find %s on disk\n", szDllname );
bSignatureIsValid = false;
}
else
{
if ( CommandLine()->FindParm( "-immediatesignaturechecks" ) )
{
bSignatureIsValid = Host_IsValidSignature( pFullPath, bAllowUnknown );
}
else
{
g_PendingSignatureChecks.AddToTail( new CUtlString( pFullPath ) );
bSignatureIsValid = true;
}
}
}
else
{
if ( CommandLine()->FindParm( "-immediatesignaturechecks" ) )
{
bSignatureIsValid = Host_IsValidSignature( szDllname, bAllowUnknown );
}
else
{
g_PendingSignatureChecks.AddToTail( new CUtlString( szDllname ) );
bSignatureIsValid = true;
}
}
}
else
{
if ( g_bAllowSecureServers )
{
SignatureWarning("Steam is not active, running in -insecure mode.\n");
}
g_bAllowSecureServers = false;
}
if ( bSignatureIsValid )
return true;
if ( !g_bAllowSecureServers )
{
SignatureWarning("Loading unsigned module %s\nAccess to secure servers is disabled.\n", pFilename );
return true;
}
return false;
#endif
}
bool Host_IsSecureServerAllowed()
{
if ( CommandLine()->FindParm("-insecure") || CommandLine()->FindParm("-tools") )
g_bAllowSecureServers = false;
return g_bAllowSecureServers;
}
void Host_DisallowSecureServers()
{
#if !defined(DEDICATED)
if ( g_bAllowSecureServers && ( GetBaseLocalClient().IsConnected() || sv.IsActive() ) )
{ // Force-disconnect local client if secure mode changes mid-connection
GetBaseLocalClient().Disconnect( true );
}
g_bAllowSecureServers = false;
#endif
}
void Host_FinishSecureSignatureChecks()
{
#if defined( DEDICATED ) || defined( OSX ) || defined( LINUX )
#else
while ( g_PendingSignatureChecks.Count() )
{
// CSGO May 2017 checking via library loader hook
// bool bSignatureIsValid = Host_IsValidSignature( g_PendingSignatureChecks.Head()->Get(), false );
bool bSignatureIsValid = true;
if ( !bSignatureIsValid )
{
SignatureWarning( "Loaded unsigned module %s\nAccess to secure servers is disabled.\n", g_PendingSignatureChecks.Head()->Get() );
g_bAllowSecureServers = false;
g_FailedSignatureChecks.AddToTail( new CUtlString( g_PendingSignatureChecks.Head()->Get() ) );
}
delete g_PendingSignatureChecks.Head();
g_PendingSignatureChecks.FastRemove( 0 );
}
g_PendingSignatureChecks.PurgeAndDeleteElements();
// Also check the main .exe that is running us
TCHAR tchBufExe[ MAX_PATH ] = {};
DWORD dwResult = GetModuleFileName( NULL, tchBufExe, MAX_PATH );
if ( dwResult > 0 && dwResult < MAX_PATH-1 )
{
bool bSignatureIsValid = Host_IsValidSignature( tchBufExe, false );
if ( !bSignatureIsValid )
{
SignatureWarning( "Loaded unsigned module %s\nAccess to secure servers is disabled.\n", tchBufExe );
g_bAllowSecureServers = false;
g_FailedSignatureChecks.AddToTail( new CUtlString( tchBufExe ) );
}
}
else
{
SignatureWarning( "Failed to determine exe module filename.\nAccess to secure servers is disabled.\n" );
g_bAllowSecureServers = false;
g_FailedSignatureChecks.AddToTail( new CUtlString( "" ) );
}
// if ( IScaleformSlotInitController *pCtrlr = g_ClientDLL->GetScaleformSlotInitController() )
// pCtrlr->PassSignaturesArray( &g_FailedSignatureChecks );
#endif
}
#if !defined( DEDICATED ) && defined( INCLUDE_SCALEFORM )
class CScaleformSlotInitControllerEngineImpl : public IScaleformSlotInitController
{
public:
// A new slot has been created and InitSlot almost finished, perform final configuration
virtual void ConfigureNewSlotPostInit( int slot )
{
};
// Notification to external systems that a file was loaded by Scaleform libraries
virtual bool OnFileLoadedByScaleform( char const *pszFilename, void *pvBuffer, int numBytesLoaded )
{
Host_DisallowSecureServers();
return false;
}
virtual const void * GetStringUserData( const char * pchStringTableName, const char * pchKeyName, int * pLength )
{
int numTables = GetBaseLocalClient().m_StringTableContainer->GetNumTables();
CNetworkStringTable *pTable = NULL;
for ( int i = 0; i < numTables; i++ )
{
// iterate through server tables
pTable = ( CNetworkStringTable* )GetBaseLocalClient().m_StringTableContainer->GetTable( i );
if ( !pTable )
continue;
if ( !V_strcmp( pTable->GetTableName(), pchStringTableName ) )
break;
}
if ( pTable )
{
int index = pTable->FindStringIndex( pchKeyName );
if ( index != ::INVALID_STRING_INDEX )
{
return pTable->GetStringUserData( index, pLength );
}
}
return NULL;
}
virtual void PassSignaturesArray( void *pvArray )
{
;
}
}
g_CScaleformSlotInitControllerEngineImpl;
IScaleformSlotInitController *g_pIScaleformSlotInitControllerEngineImpl = &g_CScaleformSlotInitControllerEngineImpl;
#endif
bool Should360EmulatePS3()
{
return ( IsX360() && CommandLine()->FindParm( "-ps3" ) );
}
static bool s_bDedicatedForPurposesOfThreadPool = false;
void GetThreadPoolStartParams( ThreadPoolStartParams_t &startParams )
{
if ( IsX360() )
{
// 360 overrides defaults, 2 computation threads distributed to core 1 and 2
if ( !Should360EmulatePS3() )
{
startParams.nThreads = 2;
startParams.nStackSize = 256 * 1024;
startParams.fDistribute = TRS_TRUE;
startParams.bUseAffinityTable = true;
startParams.iAffinityTable[ 0 ] = XBOX_PROCESSOR_2;
startParams.iAffinityTable[ 1 ] = XBOX_PROCESSOR_4;
}
else
{
startParams.nThreads = 1;
startParams.nStackSize = 256 * 1024;
startParams.fDistribute = TRS_TRUE;
startParams.bUseAffinityTable = true;
startParams.iAffinityTable[ 0 ] = XBOX_PROCESSOR_1;
ConVarRef cl_threaded_bone_setup( "cl_threaded_bone_setup" );
host_threaded_sound.SetValue( 0 );
cl_threaded_bone_setup.SetValue( 2 );
host_thread_mode.SetValue( 0 );
Cbuf_AddText( Cbuf_GetCurrentPlayer(), "cache_gimp\n" );
g_nMaterialSystemThread = 0;
}
ThreadSetAffinity( NULL, 1 );
}
// Dedicated servers should not explicitly set the main thread's affinity so that machines running multiple
// copies of the dedicated server can load-balance properly.
// For now on the PC we use SetThreadIdealProcessor instead of explicity affinity
if ( !s_bDedicatedForPurposesOfThreadPool && IsPC() )
{
// this will set ideal processor on each thread
startParams.fDistribute = TRS_TRUE;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void Host_Init( bool bDedicated )
{
realtime = 0;
host_idealtime = 0;
// this code is called prefork. If we are going to fork, we want to delay some stuff, because we might not even be acting as a "real" server.
#ifdef _LINUX
if ( CommandLine()->FindParm( "-fork" ) )
{
g_nForkID = FORK_ID_PARENT_PROCESS;
}
#endif
#if defined(_WIN32)
if ( CommandLine()->FindParm( "-pme" ) )
{
s_bInitPME = true;
}
#endif
if ( !bDedicated && Host_IsSecureServerAllowed() )
{
//
// Signature checking code:
//
/** Removed for partner depot **/
}
ThreadPoolStartParams_t startParams;
s_bDedicatedForPurposesOfThreadPool = bDedicated;
GetThreadPoolStartParams( startParams );
#ifdef _PS3
{
// PS3 overrides defaults,
if ( host_threaded_sound.GetBool() && ( !host_threaded_sound_simplethread.GetBool() ) )
{
startParams.nThreads = 1;
}
else
{
startParams.nThreads = 0;
}
// Second thread for CSGO, which is not a jobthread, so that we can more easily control "what runs where and whem"
g_pGcmSharedData->Init();
CreateQMSServerThread();
}
#endif
//////// DISABLE FOR SHIP! //////////
if ( !IsCert() || CommandLine()->FindParm( "-dbginput" ) )
{
g_pDebugInputThread = new CDebugInputThread();
g_pDebugInputThread->SetName( "Debug Input" );
g_pDebugInputThread->Start( 0, TP_PRIORITY_HIGH );
}
#ifndef _CERT
if ( CommandLine()->FindParm( "-tslist" ) )
{
int nTests = 10000;
Msg( "Running TSList tests\n" );
RunTSListTests( nTests );
Msg( "Running TSQueue tests\n" );
RunTSQueueTests( nTests );
Msg( "Running Thread Pool tests\n" );
RunThreadPoolTests();
}
#endif
if ( g_pThreadPool )
{
g_pThreadPool->Start( startParams );
#ifdef _X360
if ( !Should360EmulatePS3() )
{
g_pAlternateThreadPool = CreateNewThreadPool();
startParams.iAffinityTable[0] = XBOX_PROCESSOR_3;
startParams.iAffinityTable[1] = XBOX_PROCESSOR_5;
g_pAlternateThreadPool->Start( startParams );
}
#endif
}
// From const.h, the loaded game .dll will give us the correct value which is transmitted to the client
host_state.interval_per_tick = DEFAULT_TICK_INTERVAL;
InstallBitBufErrorHandler();
InstallConVarHook();
TRACEINIT( Con_Init(), Con_Shutdown() );
TRACEINIT( Memory_Init(), Memory_Shutdown() );
TRACEINIT( Cbuf_Init(), Cbuf_Shutdown() );
TRACEINIT( Cmd_Init(), Cmd_Shutdown() );
TRACEINIT( g_pCVar->Init(), g_pCVar->Shutdown() ); // So we can list cvars with "cvarlst"
#ifndef DEDICATED
TRACEINIT( V_Init(), V_Shutdown() );
#endif
//TRACEINIT( Host_InitVCR(), Host_ShutdownVCR() );
TRACEINIT( COM_Init(), COM_Shutdown() );
#if !defined(DEDICATED) && !defined(LEFT4DEAD)
TRACEINIT( saverestore->Init(), saverestore->Shutdown() );
#endif
TRACEINIT( Filter_Init(), Filter_Shutdown() );
#ifndef DEDICATED
TRACEINIT( Key_Init(), Key_Shutdown() );
#endif
// Check for special -dev flag
if ( CommandLine()->FindParm( "-dev" ) || ( CommandLine()->FindParm( "-allowdebug" ) && !CommandLine()->FindParm( "-nodev" ) ) )
{
sv_cheats.SetValue( 1 );
developer.SetValue( 1 );
}
#ifdef _DEBUG
developer.SetValue( 1 );
#endif
if ( CommandLine()->FindParm( "-nocrashdialog" ) )
{
// stop the various windows error message boxes from showing up (used by the auto-builder so it doesn't block on error)
Sys_NoCrashDialog();
}
// Seed the random number generator
float flTimeToSeed = Plat_FloatTime();
COMPILE_TIME_ASSERT( sizeof( flTimeToSeed ) == sizeof( int ) );
RandomSeed( ( reinterpret_cast< int & >( flTimeToSeed ) ) & 0x7FFFFFFF );
DevMsg( "Seeded random number generator @ %d ( %.3f )\n", ( reinterpret_cast< int & >( flTimeToSeed ) ) & 0x7FFFFFFF, flTimeToSeed );
TRACEINIT( g_pSteamSocketMgr->Init(), g_pSteamSocketMgr->Shutdown() );
if ( CommandLine()->FindParm( "-xlsp" ) != 0 )
{
TRACEINIT( NET_Init( bDedicated ), NET_Shutdown() );
}
TRACEINIT( g_GameEventManager.Init(), g_GameEventManager.Shutdown() );
TRACEINIT( sv.Init( bDedicated ), sv.Shutdown() );
if ( !CommandLine()->FindParm( "-nogamedll" ) )
{
SV_InitGameDLL();
}
TRACEINIT( g_Log.Init(), g_Log.Shutdown() );
TRACEINIT( HLTV_Init(), HLTV_Shutdown() );
#if defined( REPLAY_ENABLED )
TRACEINIT( Replay_Init(), Replay_Shutdown() );
#endif
ConDMsg( "Heap: %5.2f Mb\n", host_parms.memsize/(1024.0f*1024.0f) );
// Deal with Gore Settings
Host_CheckGore();
#if !defined( DEDICATED )
if ( !bDedicated )
{
TRACEINIT( CL_Init(), CL_Shutdown() );
// NOTE: This depends on the mod search path being set up
TRACEINIT( InitMaterialSystem(), ShutdownMaterialSystem() );
#if defined( INCLUDE_SCALEFORM )
extern IScaleformSlotInitController *g_pIScaleformSlotInitControllerEngineImpl;
TRACEINIT( ScaleformInitFullScreenAndCursor(g_pScaleformUI, g_szDefaultScaleformMovieName, g_szDefaultScaleformCursorName, g_pIScaleformSlotInitControllerEngineImpl ), ScaleformReleaseFullScreenAndCursor( g_pScaleformUI ) );
#endif
TRACEINIT( modelloader->Init(), modelloader->Shutdown() );
TRACEINIT( StaticPropMgr()->Init(), StaticPropMgr()->Shutdown() );
TRACEINIT( InitStudioRender(), ShutdownStudioRender() );
TRACEINIT( g_pMatchFramework->Init(), g_pMatchFramework->Shutdown() );
//startup vgui
TRACEINIT( EngineVGui()->Init(), EngineVGui()->Shutdown() );
TRACEINIT( TextMessageInit(), TextMessageShutdown() );
TRACEINIT( ClientDLL_Init(), ClientDLL_Shutdown() );
TRACEINIT( SCR_Init(), SCR_Shutdown() );
TRACEINIT( R_Init(), R_Shutdown() );
TRACEINIT( Decal_Init(), Decal_Shutdown() );
// hookup interfaces
EngineVGui()->Connect();
}
else
#endif
{
TRACEINIT( InitMaterialSystem(), ShutdownMaterialSystem() );
TRACEINIT( modelloader->Init(), modelloader->Shutdown() );
TRACEINIT( StaticPropMgr()->Init(), StaticPropMgr()->Shutdown() );
TRACEINIT( InitStudioRender(), ShutdownStudioRender() );
TRACEINIT( g_pMatchFramework->Init(), g_pMatchFramework->Shutdown() );
TRACEINIT( Decal_Init(), Decal_Shutdown() );
#ifndef DEDICATED
GetBaseLocalClient().m_nSignonState = SIGNONSTATE_NONE; // disable client
#endif
}
if ( IsPC() )
{
#if !defined(NO_STEAM)
// on PC, enable FCVAR_DEVELOPMENTONLY cvars if we're logged into beta or dev universes. They remain hidden & disabled otherwise.
EUniverse eUniverse = GetSteamUniverse();
if ( ( eUniverse == k_EUniverseBeta ) || ( eUniverse == k_EUniverseDev ) )
{
ConVarUtilities->EnableDevCvars();
}
#endif
}
else if ( IsGameConsole() )
{
// on 360, enable FCVAR_DEVELOPMENTONLY cvars always. No cvars are accessible to customers on X360.
ConVarUtilities->EnableDevCvars();
}
#ifndef DEDICATED
memset( g_bConfigCfgExecuted, 0, sizeof(g_bConfigCfgExecuted) );
Host_ReadConfiguration( -1, false );
TRACEINIT( S_Init(), S_Shutdown() );
// Audio system initializes after matchmaking, so need to explicitly
// set the voice interface extension
IEngineVoice *pIEngineVoice = NULL;
#ifdef _GAMECONSOLE
pIEngineVoice = Audio_GetXVoice();
#elif ( defined( _WIN32 ) || defined( OSX ) || defined( LINUX ) ) && !defined( NO_STEAM )
pIEngineVoice = Audio_GetEngineVoiceSteam();
#else
pIEngineVoice = Audio_GetEngineVoiceStub();
#endif
if ( !pIEngineVoice )
{
Warning( "Using IEngineVoice extension stub!\n" );
pIEngineVoice = Audio_GetEngineVoiceStub();
}
g_pMatchFramework->GetMatchExtensions()->RegisterExtensionInterface(
IENGINEVOICE_INTERFACE_VERSION, pIEngineVoice );
if (vaudio)
{
//Pin miles sound system as loaded until Host_Shutdown() is caused. This prevents any
//possible path where MSS could unload and then somehow be reloaded.
g_pMilesAudioEngineRef = vaudio->CreateMilesAudioEngine();
}
#endif
// Execute valve.rc
#ifdef _GAMECONSOLE
// the 360 version loads a 3d background
Cbuf_AddText( Cbuf_GetCurrentPlayer(), "exec valve.rc\n" );
#else
Cbuf_AddText( Cbuf_GetCurrentPlayer(), "exec valve.rc\n" );
#endif
// Execute mod-specfic settings, without falling back based on search path.
// This lets us set overrides for games while letting mods of those games
// use the default settings.
if ( g_pFileSystem->FileExists( "//mod/cfg/modsettings.cfg" ) )
{
Cbuf_AddText( Cbuf_GetCurrentPlayer(), "exec modsettings.cfg mod\n" );
}
#ifdef _GAMECONSOLE
Cbuf_AddText( Cbuf_GetCurrentPlayer(), "cmd2 exec config" PLATFORM_EXT ".cfg\n" );
Cbuf_AddText( Cbuf_GetCurrentPlayer(), "cmd1 exec config" PLATFORM_EXT ".cfg\n" );
#endif
// Mark DLL as active
// eng->SetNextState( InEditMode() ? IEngine::DLL_PAUSED : IEngine::DLL_ACTIVE );
TelemetryTick();
// Initialize processor subsystem, and print relevant information:
Host_InitProcessor();
// Mark hunklevel at end of startup
Hunk_AllocName( 0, "-HOST_HUNKLEVEL-" );
host_hunklevel = Hunk_LowMark();
#ifdef SOURCE_MT
if ( CommandLine()->FindParm( "-swapcores" ) && !IsPS3() )
{
g_nMaterialSystemThread = 1;
g_nServerThread = 0;
}
#endif
Host_AllowQueuedMaterialSystem( false );
// Finished initializing
host_initialized = true;
host_checkheap = CommandLine()->FindParm( "-heapcheck" ) ? true : false;
if ( host_checkheap )
{
#if defined( _WIN32 )
if ( _heapchk() != _HEAPOK )
{
Sys_Error( "Host_Init: _heapchk() != _HEAPOK\n" );
}
#endif
}
// go directly to run state with no active game
HostState_Init();
// check for reslist generation
if ( CommandLine()->FindParm( "-makereslists" ) )
{
MapReslistGenerator().StartReslistGeneration();
}
// check for devshot generation
if ( CommandLine()->FindParm( "-makedevshots" ) )
{
DevShotGenerator().StartDevShotGeneration();
}
// if running outside of steam and NOT a dedicated server then phone home (or if "-phonehome" is passed on the command line)
if ( !sv.IsDedicated() || CommandLine()->FindParm( "-phonehome" ) )
{
// In debug, only run this check if -phonehome is on the command line (so a debug build will "just work").
if ( IsDebug() && CommandLine()->FindParm( "-phonehome" ) )
{
phonehome->Init();
phonehome->Message( IPhoneHome::PHONE_MSG_ENGINESTART, NULL );
}
}
Host_PostInit();
EndLoadingUpdates();
CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
pRenderContext->SetNonInteractiveTempFullscreenBuffer( NULL, MATERIAL_NON_INTERACTIVE_MODE_STARTUP );
pRenderContext->SetNonInteractivePacifierTexture( NULL, 0, 0, 0 );
pRenderContext->SetNonInteractiveLogoTexture( NULL, 0, 0, 0, 0 );
// disable future render target allocation
g_pMaterialSystem->FinishRenderTargetAllocation();
if ( CommandLine()->FindParm( "-profileinit" ) )
{
Cbuf_AddText( Cbuf_GetCurrentPlayer(), "quit\n" );
}
if ( !bDedicated && Host_IsSecureServerAllowed() )
{
Host_FinishSecureSignatureChecks();
}
#if !defined(DEDICATED)
if ( g_pMatchFramework && !Host_IsSecureServerAllowed() )
{
g_pMatchFramework->GetEventsSubscription()->BroadcastEvent( new KeyValues( "OnClientInsecureBlocked", "reason", "init" ) );
}
#endif
// Official valve servers must be running with a certificate
if ( CommandLine()->FindParm( "-certificate" ) ||
( serverGameDLL && serverGameDLL->IsValveDS() && !CommandLine()->FindParm( "-ignore_certificate_valveds" ) ) )
{
const byte *pbNetEncryptPrivateKey = NULL;
int cbNetEncryptPrivateKey = 0;
bool bHasPrivateKey =
NET_CryptGetNetworkCertificate( k_ENetworkCertificate_PublicKey, &pbNetEncryptPrivateKey, &cbNetEncryptPrivateKey ) &&
NET_CryptGetNetworkCertificate( k_ENetworkCertificate_Signature, &pbNetEncryptPrivateKey, &cbNetEncryptPrivateKey ) &&
NET_CryptGetNetworkCertificate( k_ENetworkCertificate_PrivateKey, &pbNetEncryptPrivateKey, &cbNetEncryptPrivateKey );
if ( !bHasPrivateKey || !pbNetEncryptPrivateKey || !cbNetEncryptPrivateKey )
{
Warning( "NET_CryptGetNetworkCertificate is missing server certificates!\n" );
Plat_ExitProcess( 0 );
}
}
}
class CAddTransitionResourcesCB : public ISaveRestoreDataCallback
{
public:
CAddTransitionResourcesCB( const char *pLevelName, const char *pLandmarkName )
: m_pLevelName( pLevelName ), m_pLandMarkName( pLandmarkName ) {}
//-----------------------------------------------------------------------------
// Adds hints to the loader to keep resources that are in the transition volume,
// as they may not be part of the next map's reslist.
//-----------------------------------------------------------------------------
virtual void Execute( CSaveRestoreData *pSaveData )
{
if ( !pSaveData || IsPC() || ( g_pFileSystem->GetDVDMode() == DVDMODE_OFF ) )
{
return;
}
// get the bit marked for the next level
int transitionMask = 0;
for ( int i = 0; i < pSaveData->levelInfo.connectionCount; i++ )
{
if ( !Q_stricmp( m_pLevelName, pSaveData->levelInfo.levelList[i].mapName ) && !Q_stricmp( m_pLandMarkName, pSaveData->levelInfo.levelList[i].landmarkName ) )
{
transitionMask = 1<<i;
break;
}
}
if ( !transitionMask )
{
// nothing to do
return;
}
const char *pModelName;
bool bHasHumans = false;
for ( int i = 0; i < pSaveData->NumEntities(); i++ )
{
if ( pSaveData->GetEntityInfo(i)->flags & transitionMask )
{
// this entity will cross the transition and needs to be preserved
// add to the next map's resource list which effectively keeps it from being purged
// only care about the actual mdl and not any of its dependants
pModelName = pSaveData->GetEntityInfo(i)->modelname.ToCStr();
g_pQueuedLoader->AddMapResource( pModelName );
// humans require a post pass
if ( !bHasHumans && V_stristr( pModelName, "models/humans" ) )
{
bHasHumans = true;
}
}
}
if ( bHasHumans )
{
// the presence of any human entity in the transition needs to ensure all the human mdls stay
int count = modelloader->GetCount();
for ( int i = 0; i < count; i++ )
{
pModelName = modelloader->GetName( modelloader->GetModelForIndex( i ) );
if ( V_stristr( pModelName, "models/humans" ) )
{
g_pQueuedLoader->AddMapResource( pModelName );
}
}
}
}
const char *m_pLevelName;
const char *m_pLandMarkName;
};
// There's a version of this in bsplib.cpp!!! Make sure that they match.
void GetPlatformMapPath( const char *pMapPath, char *pPlatformMapPath, int maxLength )
{
Q_strncpy( pPlatformMapPath, pMapPath, maxLength );
// It's OK for this to be NULL on the dedicated server.
if( g_pMaterialSystemHardwareConfig )
{
Q_StripExtension( pMapPath, pPlatformMapPath, maxLength );
Q_strncat( pPlatformMapPath, ".bsp", maxLength, COPY_ALL_CHARACTERS );
}
}
void AdjustThreadPoolThreadCount()
{
#if defined( DEDICATED ) && IsPlatformLinux()
extern ConVar occlusion_test_async;
int nTargetThreads = occlusion_test_async.GetInt();
if ( nTargetThreads != g_pThreadPool->NumThreads() )
{
uint64 nTickStart = GetTimebaseRegister();
Msg( "Stopping %d worker threads\n", g_pThreadPool->NumThreads() );
g_pThreadPool->ExecuteAll();
g_pThreadPool->Stop();
if ( nTargetThreads != 0 )
{
Msg( "Starting %d worker threads\n", nTargetThreads);
ThreadPoolStartParams_t startParams;
GetThreadPoolStartParams( startParams );
startParams.nThreads = Max( 1, Min( 4, nTargetThreads ) );
startParams.bEnableOnLinuxDedicatedServer = true; // if we run with -threads parameter, we should also enable the thread pool
if ( g_pThreadPool )
{
g_pThreadPool->Start( startParams );
}
}
uint64 nTickEnd = GetTimebaseRegister();
Msg( "%d threads. %s ticks\n", g_pThreadPool->NumThreads(), V_pretifynum( nTickEnd - nTickStart ) );
int nCmdLineThreads = CommandLine()->ParmValue( "-threads", -1 );
if ( nCmdLineThreads >= 0 )
{
Msg( "Note that cmd line -threads %d is specified\n", nCmdLineThreads );
}
}
#endif
}
void Host_Changelevel( bool loadfromsavedgame, const char *mapname, char *mapGroupName, const char *start )
{
char level[ MAX_QPATH ];
char _startspot[ MAX_QPATH ];
char *startspot;
char oldlevel[ MAX_QPATH ];
#if !defined(DEDICATED)
bool bTransitionBySave = false;
#endif
if ( !sv.IsActive() )
{
ConMsg( "Only the server may changelevel\n" );
return;
}
#ifndef DEDICATED
// FIXME: Even needed?
if ( demoplayer->IsPlayingBack() )
{
ConMsg( "Changelevel invalid during demo playback\n" );
return;
}
if ( !sv.IsDedicated() )
{
EngineVGui()->SetProgressLevelName( mapname );
}
SCR_BeginLoadingPlaque( mapname );
#endif
g_pFileSystem->AsyncFinishAll();
#if !defined DEDICATED
// stop sounds (especially looping!)
S_StopAllSounds( true );
#endif
char dxMapName[ MAX_PATH ];
GetPlatformMapPath( mapname, dxMapName, MAX_PATH );
host_map.SetValue( dxMapName );
Q_strncpy( level, mapname, sizeof( level ) );
if ( !start )
startspot = NULL;
else
{
Q_strncpy( _startspot, start, sizeof( _startspot ) );
startspot = _startspot;
}
Warning( "---- Host_Changelevel ----\n" );
SV_CheckForFlushMemory( sv.GetMapName(), mapname );
if ( IsX360() )
{
// Reset material system temporary memory (frees up memory for map loading)
materials->ResetTempHWMemory( true );
}
materials->OnLevelShutdown();
#if !defined( DEDICATED )
// Always save as an xsave if we're on the xbox
saverestore->SetIsXSave( IsX360() );
// Add on time passed since the last time we kept track till this transition
int iAdditionalSeconds = g_ServerGlobalVariables.curtime - saverestore->GetMostRecentElapsedTimeSet();
int iElapsedSeconds = saverestore->GetMostRecentElapsedSeconds() + iAdditionalSeconds;
int iElapsedMinutes = saverestore->GetMostRecentElapsedMinutes() + ( iElapsedSeconds / 60 );
saverestore->SetMostRecentElapsedMinutes( iElapsedMinutes );
saverestore->SetMostRecentElapsedSeconds( ( iElapsedSeconds % 60 ) );
KeyValues *kvChangelevelEvent = new KeyValues( "OnHostChangeLevel" );
kvChangelevelEvent->SetString( "map", mapname );
kvChangelevelEvent->SetUint64( "elapsed", iElapsedMinutes * 60 + iElapsedSeconds % 60 );
kvChangelevelEvent->SetInt( "bysave", !!bTransitionBySave );
g_pMatchFramework->GetEventsSubscription()->BroadcastEvent( kvChangelevelEvent );
if ( bTransitionBySave )
{
char comment[ 80 ];
// Pass in the total elapsed time so it gets added to the elapsed time for this map.
serverGameDLL->GetSaveComment(
comment,
sizeof( comment ),
saverestore->GetMostRecentElapsedMinutes(),
saverestore->GetMostRecentElapsedSeconds() );
if ( !saverestore->SaveGameSlot( "_transition", comment, false, true, mapname, startspot ) )
{
Warning( "Failed to save data for transition\n" );
SCR_EndLoadingPlaque();
return;
}
// Not going to load a save after the transition, so add this map's elapsed time to the total elapsed time
int totalSeconds = g_ServerGlobalVariables.curtime + saverestore->GetMostRecentElapsedSeconds();
saverestore->SetMostRecentElapsedMinutes( ( int )( totalSeconds / 60.0f ) + saverestore->GetMostRecentElapsedMinutes() );
saverestore->SetMostRecentElapsedSeconds( ( int )fmod( totalSeconds, 60.0f ) );
}
#endif
Q_strncpy( oldlevel, sv.GetMapName(), sizeof( oldlevel ) );
#if !defined(DEDICATED)
if ( loadfromsavedgame )
{
if ( !bTransitionBySave )
{
// This callback ensures resources in the transition volume stay
CAddTransitionResourcesCB addTransitionResources( level, startspot );
// save the current level's state
if ( !saverestore->SaveGameState( true, &addTransitionResources ) )
{
Warning( "Failed to save data for transition\n" );
SCR_EndLoadingPlaque();
return;
}
}
}
#endif
g_pServerPluginHandler->LevelShutdown();
#if !defined(DEDICATED)
audiosourcecache->LevelShutdown();
#endif
sv.InactivateClients();
#if !defined(DEDICATED)
saverestore->FinishAsyncSave();
#endif
if ( sv.RestartOnLevelChange() )
{
Cbuf_Clear( Cbuf_GetCurrentPlayer() );
Cbuf_AddText( Cbuf_GetCurrentPlayer(), "quit\n" );
return;
}
DownloadListGenerator().OnLevelLoadStart( level );
Msg( "*** Map Load: %s: Map Group %s", level, mapGroupName );
if ( !sv.SpawnServer( level, mapGroupName, startspot ) )
{
return;
}
#ifndef DEDICATED
if ( loadfromsavedgame )
{
g_ServerGlobalVariables.curtime = sv.GetTime();
audiosourcecache->LevelInit( level );
g_pServerPluginHandler->LevelInit( level, CM_EntityString(), oldlevel, startspot, true, false );
sv.SetPaused( true ); // pause until client connects
sv.m_bLoadgame = true;
}
else
#endif
{
g_ServerGlobalVariables.curtime = sv.GetTime();
#if !defined(DEDICATED)
audiosourcecache->LevelInit( level );
#endif
g_pServerPluginHandler->LevelInit( level, CM_EntityString(), NULL, NULL, false, false );
}
SV_ActivateServer();
#if !defined(DEDICATED)
// Offset stored elapsed time by the current elapsed time for this new map
int maptime = sv.GetTime();
int minutes = ( int )( maptime / 60.0f );
int seconds = ( int )fmod( maptime, 60.0f );
saverestore->SetMostRecentElapsedMinutes( saverestore->GetMostRecentElapsedMinutes() - minutes );
saverestore->SetMostRecentElapsedSeconds( saverestore->GetMostRecentElapsedSeconds() - seconds );
saverestore->ForgetRecentSave();
#endif
NotifyDedicatedServerUI( "UpdateMap" );
DownloadListGenerator().OnLevelLoadEnd();
AdjustThreadPoolThreadCount();
}
/*
===============================================================================
SERVER TRANSITIONS
===============================================================================
*/
bool Host_NewGame( char *mapName, char *mapGroupName, bool loadGame, bool bBackgroundLevel, bool bSplitScreenConnect, const char *pszOldMap, const char *pszLandmark )
{
VPROF( "Host_NewGame" );
COM_TimestampedLog( "Host_NewGame" );
// reset some convars if loading background map
if ( bBackgroundLevel )
ResetGameConVarsToDefaults();
char previousMapName[MAX_PATH];
char dxMapName[MAX_PATH];
V_FixSlashes( mapName, '/' );
GetPlatformMapPath( mapName, dxMapName, MAX_PATH );
Q_strncpy( previousMapName, host_map.GetString(), sizeof( previousMapName ) );
host_map.SetValue( dxMapName );
// Setup gamemode based on the settings the map was started with
sv.ExecGameTypeCfg( mapName );
#ifndef DEDICATED
if ( !sv.IsDedicated() )
{
EngineVGui()->SetProgressLevelName( mapName );
}
SCR_BeginLoadingPlaque( mapName );
#endif
Warning( "---- Host_NewGame ----\n" );
SV_CheckForFlushMemory( previousMapName, mapName );
if ( IsX360() )
{
// Reset material system temporary memory (frees up memory for map loading)
materials->ResetTempHWMemory( true );
}
materials->OnLevelShutdown();
MapReslistGenerator().OnLevelLoadStart(mapName);
DownloadListGenerator().OnLevelLoadStart(mapName);
if ( !loadGame )
{
VPROF( "Host_NewGame_HostState_RunGameInit" );
HostState_RunGameInit();
}
// init network mode
VPROF_SCOPE_BEGIN( "Host_NewGame_SpawnServer" );
NET_SetMultiplayer( sv.IsMultiplayer() );
if ( !sv.IsMultiplayer() )
NET_SetMultiplayer( ( g_pMatchFramework->GetMatchTitle()->GetTitleSettingsFlags() & MATCHTITLE_SETTING_MULTIPLAYER ) != 0 );
NET_ListenSocket( sv.m_Socket, true ); // activated server TCP socket
// let's not have any servers with no name
Host_EnsureHostNameSet();
COM_TimestampedLog( "*** Map Load: %s Map %s Group", mapName, mapGroupName );
HostState_Pre_LoadMapIntoMemory(); // A map is about to be loaded into memory
if ( !sv.SpawnServer ( mapName, mapGroupName, NULL ) )
{
HostState_Post_FlushMapFromMemory(); // Map load failed, no impact on memory
return false;
}
sv.m_bIsLevelMainMenuBackground = bBackgroundLevel;
ConColorMsg( Color( 0, 255, 0 ), "Host_NewGame on map %s%s\n",
mapName, sv.IsLevelMainMenuBackground() ? " (background map)" : "" );
VPROF_SCOPE_END();
// make sure the time is set
g_ServerGlobalVariables.curtime = sv.GetTime();
COM_TimestampedLog( "serverGameDLL->LevelInit" );
#ifndef DEDICATED
EngineVGui()->UpdateProgressBar(PROGRESS_LEVELINIT);
audiosourcecache->LevelInit( mapName );
#endif
g_pServerPluginHandler->LevelInit( mapName, CM_EntityString(), pszOldMap, pszLandmark, loadGame, bBackgroundLevel );
if ( loadGame )
{
sv.SetPaused( true ); // pause until all clients connect
sv.m_bLoadgame = true;
g_ServerGlobalVariables.curtime = sv.GetTime();
}
if( !SV_ActivateServer() )
{
return false;
}
// Connect the local client when a "map" command is issued.
if ( !sv.IsDedicated() )
{
COM_TimestampedLog( "Stuff 'connect localhost' to console" );
int nNumPlayers = 1;
if( IsGameConsole() && !bBackgroundLevel )
{
#ifdef _GAMECONSOLE
// on the 360 we need to ask matchmaking how many players to connect.
nNumPlayers = XBX_GetNumGameUsers();
#endif
}
if ( bSplitScreenConnect )
{
Assert( !bBackgroundLevel );
nNumPlayers = host_state.max_splitscreen_players;
}
char str[512];
if ( nNumPlayers > 1 )
{
Q_snprintf( str, sizeof( str ), "connect_splitscreen localhost:%d %d", sv.GetUDPPort(), nNumPlayers );
}
else
{
Q_snprintf( str, sizeof( str ), "connect localhost:%d", sv.GetUDPPort() );
}
Cbuf_AddText( Cbuf_GetCurrentPlayer(), str );
}
else
{
// Dedicated server triggers map load here.
GetTestScriptMgr()->CheckPoint( "FinishedMapLoad" );
}
#ifndef DEDICATED
if ( !loadGame )
{
// clear the most recent remember save, so the level will just restart if the player dies
saverestore->ForgetRecentSave();
}
saverestore->SetMostRecentElapsedMinutes( 0 );
saverestore->SetMostRecentElapsedSeconds( 0 );
#endif
if (MapReslistGenerator().IsEnabled())
{
MapReslistGenerator().OnLevelLoadEnd();
}
DownloadListGenerator().OnLevelLoadEnd();
return true;
}
void Host_FreeStateAndWorld( bool server )
{
Assert( host_initialized );
Assert( host_hunklevel );
// If called by the client and we are running a listen server, just ignore
if ( !server && sv.IsActive() )
return;
// HACKHACK: You can't clear the hunk unless the client data is free
// since this gets called by the server, it's necessary to wipe the client
// in case we are on a listen server
#ifndef DEDICATED
if ( server && !sv.IsDedicated() )
{
CL_ClearState();
}
#endif
// The world model relies on the low hunk, so we need to force it to unload
if ( host_state.worldmodel )
{
modelloader->UnreferenceModel( host_state.worldmodel, IModelLoader::FMODELLOADER_SERVER );
modelloader->UnreferenceModel( host_state.worldmodel, IModelLoader::FMODELLOADER_CLIENT );
host_state.SetWorldModel( NULL );
}
modelloader->UnloadUnreferencedModels();
modelloader->UnMountCompatibilityPaths();
g_TimeLastMemTest = 0;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void Host_FreeToLowMark( bool server )
{
Assert( host_initialized );
Assert( host_hunklevel );
// If called by the client and we are running a listen server, just ignore
if ( !server && ( sv.IsActive() || sv.IsLoading() ) )
return;
CM_FreeMap();
if ( host_hunklevel )
{
// See if we are going to obliterate any malloc'd pointers
Hunk_FreeToLowMark(host_hunklevel);
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void Host_Shutdown(void)
{
if ( host_checkheap )
{
#ifdef _WIN32
if ( _heapchk() != _HEAPOK )
{
Sys_Error( "Host_Shutdown (top): _heapchk() != _HEAPOK\n" );
}
#endif
}
// Check for recursive shutdown, should never happen
static bool shutting_down = false;
if ( shutting_down )
{
Msg( "Recursive shutdown!!!\n" );
return;
}
shutting_down = true;
if( g_pDebugInputThread )
{
g_pDebugInputThread->Stop();
delete g_pDebugInputThread;
}
phonehome->Message( IPhoneHome::PHONE_MSG_ENGINEEND, NULL );
phonehome->Shutdown();
#ifndef DEDICATED
// Store active configuration settings
Host_WriteConfiguration( -1, "config.cfg" );
#endif
// Disconnect from server
Host_Disconnect(true);
#ifndef DEDICATED
// keep ConMsg from trying to update the screen
scr_disabled_for_loading = true;
#endif
#if defined VOICE_OVER_IP && !defined DEDICATED && !defined( NO_VOICE )
Voice_Deinit();
#endif // VOICE_OVER_IP
// TODO, Trace this
CM_FreeMap();
host_initialized = false;
#if defined(VPROF_ENABLED)
VProfRecord_Shutdown();
#endif
#if !defined DEDICATED
if ( !sv.IsDedicated() )
{
if (vaudio && g_pMilesAudioEngineRef)
{
//let miles sound system exit here.
vaudio->DestroyMilesAudioEngine(g_pMilesAudioEngineRef);
g_pMilesAudioEngineRef = nullptr;
}
TRACESHUTDOWN( Decal_Shutdown() );
TRACESHUTDOWN( R_Shutdown() );
TRACESHUTDOWN( SCR_Shutdown() );
if ( g_pMatchFramework )
{
TRACESHUTDOWN( g_pMatchFramework->Shutdown() );
}
TRACESHUTDOWN( ClientDLL_Shutdown() );
TRACESHUTDOWN( TextMessageShutdown() );
TRACESHUTDOWN( EngineVGui()->Shutdown() );
#if defined( INCLUDE_SCALEFORM )
TRACESHUTDOWN( ScaleformReleaseFullScreenAndCursor( g_pScaleformUI ) );
#endif
TRACESHUTDOWN( S_Shutdown() );
TRACESHUTDOWN( StaticPropMgr()->Shutdown() );
// Model loader must shutdown before StudioRender
// because it calls into StudioRender
TRACESHUTDOWN( modelloader->Shutdown() );
TRACESHUTDOWN( ShutdownStudioRender() );
TRACESHUTDOWN( ShutdownMaterialSystem() );
TRACESHUTDOWN( CL_Shutdown() );
}
else
#endif
{
if ( g_pMatchFramework )
{
TRACESHUTDOWN( g_pMatchFramework->Shutdown() );
}
#ifndef DEDICATED
TRACESHUTDOWN( S_Shutdown() );
#endif
TRACESHUTDOWN( Decal_Shutdown() );
TRACESHUTDOWN( modelloader->Shutdown() );
TRACESHUTDOWN( ShutdownStudioRender() );
TRACESHUTDOWN( StaticPropMgr()->Shutdown() );
TRACESHUTDOWN( ShutdownMaterialSystem() );
}
#if defined( REPLAY_ENABLED )
TRACESHUTDOWN( Replay_Shutdown() );
#endif
TRACESHUTDOWN( HLTV_Shutdown() );
TRACESHUTDOWN( g_Log.Shutdown() );
TRACESHUTDOWN( g_GameEventManager.Shutdown() );
#if !defined( DEDICATED )
if ( !sv.IsDedicated() )
{
TRACESHUTDOWN( Steam3Client().Shutdown() );
}
#endif
TRACESHUTDOWN( sv.Shutdown() );
TRACESHUTDOWN( NET_Shutdown() );
TRACESHUTDOWN( g_pSteamSocketMgr->Shutdown() );
#ifndef DEDICATED
TRACESHUTDOWN( Key_Shutdown() );
#if !defined( _X360 )
TRACESHUTDOWN( ShutdownMixerControls() );
#endif
#endif
TRACESHUTDOWN( Filter_Shutdown() );
#if !defined(DEDICATED) && !defined(LEFT4DEAD)
TRACESHUTDOWN( saverestore->Shutdown() );
#endif
TRACESHUTDOWN( COM_Shutdown() );
// TRACESHUTDOWN( Host_ShutdownVCR() );
#ifndef DEDICATED
TRACESHUTDOWN( V_Shutdown() );
#endif
TRACESHUTDOWN( g_pCVar->Shutdown() );
TRACESHUTDOWN( Cmd_Shutdown() );
TRACESHUTDOWN( Cbuf_Shutdown() );
TRACESHUTDOWN( Con_Shutdown() );
TRACESHUTDOWN( Memory_Shutdown() );
if ( g_pThreadPool )
g_pThreadPool->Stop();
DTI_Term();
ServerDTI_Term();
#if defined(_WIN32)
if ( s_bInitPME )
{
ShutdownPME();
}
#endif
if ( host_checkheap )
{
#ifdef _WIN32
if ( _heapchk() != _HEAPOK )
{
Sys_Error( "Host_Shutdown (bottom): _heapchk() != _HEAPOK\n" );
}
#endif
}
}
//-----------------------------------------------------------------------------
// Centralize access to enabling QMS.
//-----------------------------------------------------------------------------
bool Host_AllowQueuedMaterialSystem( bool bAllow )
{
#if !defined DEDICATED
g_bAllowThreadedSound = bAllow;
// NOTE: Moved this to materialsystem for integrating with other mqm changes
return g_pMaterialSystem->AllowThreading( bAllow, g_nMaterialSystemThread );
#endif
}
void Host_EnsureHostNameSet()
{
// if there is host name set, set one
if ( host_name.GetString()[0] == 0 )
{
const char *szHostName = "";
#ifndef DEDICATED
// if this is a PC listen server and there is a logged-on Steam user, use the user's Steam name as the host name
if ( IsPC() && !sv.IsDedicated() && Steam3Client().SteamUser() )
{
if ( Steam3Client().SteamUser()->BLoggedOn() )
{
szHostName = Steam3Client().SteamFriends()->GetPersonaName();
}
}
#endif
// if all else fails, use the game description as the host name
if ( !szHostName[0] )
{
szHostName = serverGameDLL->GetGameDescription();
}
host_name.SetValue( szHostName );
}
}