Counter Strike : Global Offensive Source Code
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//========= Copyright (c) 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: Runs the state machine for the host & server
//
// $NoKeywords: $
//=============================================================================//
#include "host_state.h"
#include "eiface.h"
#include "quakedef.h"
#include "server.h"
#include "sv_main.h"
#include "host_cmd.h"
#include "host.h"
#include "screen.h"
#include "icliententity.h"
#include "icliententitylist.h"
#include "client.h"
#include "host_jmp.h"
#include "cdll_engine_int.h"
#include "tier0/vprof.h"
#include "tier0/icommandline.h"
#include "filesystem_engine.h"
#include "zone.h"
#include "iengine.h"
#include "snd_audio_source.h"
#include "sv_steamauth.h"
#ifndef DEDICATED
#include "vgui_baseui_interface.h"
#endif
#include "sv_plugin.h"
#include "cl_main.h"
#include "sv_steamauth.h"
#include "datacache/imdlcache.h"
#include "sys_dll.h"
#include "testscriptmgr.h"
#include "cvar.h"
#include "MapReslistGenerator.h"
#include "filesystem/IQueuedLoader.h"
#include "matchmaking/imatchframework.h"
#ifdef _PS3
#include "tls_ps3.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
extern bool g_bAbortServerSet;
#ifndef DEDICATED
extern ConVar reload_materials;
#endif
typedef enum
{
HS_NEW_GAME = 0,
HS_LOAD_GAME,
HS_CHANGE_LEVEL_SP,
HS_CHANGE_LEVEL_MP,
HS_RUN,
HS_GAME_SHUTDOWN,
HS_SHUTDOWN,
HS_RESTART,
} HOSTSTATES;
// a little class that manages the state machine for the host
class CHostState
{
public:
CHostState();
void Init();
void FrameUpdate( float time );
void SetNextState( HOSTSTATES nextState );
void RunGameInit();
void SetState( HOSTSTATES newState, bool clearNext );
void GameShutdown();
void State_NewGame();
void State_LoadGame();
void State_ChangeLevelMP();
void State_ChangeLevelSP();
void State_Run( float time );
void State_GameShutdown();
void State_Shutdown();
void State_Restart();
bool IsGameShuttingDown();
void RememberLocation();
void OnClientConnected(); // Client fully connected
void OnClientDisconnected(); // Client disconnected
HOSTSTATES m_currentState;
HOSTSTATES m_nextState;
Vector m_vecLocation;
QAngle m_angLocation;
char m_levelName[256];
char m_mapGroupName[256];
char m_landmarkName[256];
char m_saveName[256];
float m_flShortFrameTime; // run a few one-tick frames to avoid large timesteps while loading assets
bool m_activeGame;
bool m_bRememberLocation;
bool m_bBackgroundLevel;
bool m_bWaitingForConnection;
bool m_bLetToolsOverrideLoadGameEnts; // During a load game, this tells Foundry to override ents that are selected in Hammer.
bool m_bSplitScreenConnect;
bool m_bGameHasShutDownAndFlushedMemory; // This is false once we load a map into memory, and set to true once the map is unloaded and all memory flushed
bool m_bWorkshopMapDownloadPending;
};
static bool Host_ValidGame( void );
static CHostState g_HostState;
//-----------------------------------------------------------------------------
// external API for manipulating the host state machine
//-----------------------------------------------------------------------------
void HostState_Init()
{
g_HostState.Init();
}
void HostState_Frame( float time )
{
g_HostState.FrameUpdate( time );
}
void HostState_RunGameInit()
{
g_HostState.RunGameInit();
g_ServerGlobalVariables.bMapLoadFailed = false;
}
//-----------------------------------------------------------------------------
// start a new game as soon as possible
//-----------------------------------------------------------------------------
void HostState_NewGame( char const *pMapName, bool remember_location, bool background, bool bSplitScreenConnect )
{
char szMapName[_MAX_PATH];
Q_StripExtension( pMapName, szMapName, sizeof(szMapName) );
Q_strncpy( g_HostState.m_levelName, szMapName, sizeof( g_HostState.m_levelName ) );
Q_FixSlashes( g_HostState.m_levelName, '/' ); // Store with forward slashes internally to be consistent.
g_HostState.m_landmarkName[0] = 0;
g_HostState.m_bRememberLocation = remember_location;
g_HostState.m_bWaitingForConnection = true;
g_HostState.m_bBackgroundLevel = background;
g_HostState.m_bSplitScreenConnect = bSplitScreenConnect;
if ( remember_location )
{
g_HostState.RememberLocation();
}
g_HostState.SetNextState( HS_NEW_GAME );
}
//-----------------------------------------------------------------------------
// load a new game as soon as possible
//-----------------------------------------------------------------------------
void HostState_LoadGame( char const *pSaveFileName, bool remember_location, bool bLetToolsOverrideLoadGameEnts )
{
#ifndef DEDICATED
// Make sure the freaking save file exists....
if ( !saverestore->SaveFileExists( pSaveFileName ) )
{
Warning("Save file %s can't be found!\n", pSaveFileName );
SCR_EndLoadingPlaque();
return;
}
Q_strncpy( g_HostState.m_saveName, pSaveFileName, sizeof( g_HostState.m_saveName ) );
// Tell the game .dll we are loading another game
serverGameDLL->PreSaveGameLoaded( pSaveFileName, sv.IsActive() );
g_HostState.m_bRememberLocation = remember_location;
g_HostState.m_bBackgroundLevel = false;
g_HostState.m_bWaitingForConnection = true;
g_HostState.m_bSplitScreenConnect = false;
g_HostState.m_bLetToolsOverrideLoadGameEnts = bLetToolsOverrideLoadGameEnts;
if ( remember_location )
{
g_HostState.RememberLocation();
}
g_HostState.SetNextState( HS_LOAD_GAME );
#endif
}
// change level (single player style - smooth transition)
void HostState_ChangeLevelSP( char const *pNewLevel, char const *pLandmarkName )
{
Q_strncpy( g_HostState.m_levelName, pNewLevel, sizeof( g_HostState.m_levelName ) );
Q_FixSlashes( g_HostState.m_levelName, '/' ); // Store with forward slashes internally to be consistent.
Q_strncpy( g_HostState.m_landmarkName, pLandmarkName, sizeof( g_HostState.m_landmarkName ) );
g_HostState.SetNextState( HS_CHANGE_LEVEL_SP );
}
// change level (multiplayer style - respawn all connected clients)
void HostState_ChangeLevelMP( char const *pNewLevel, char const *pLandmarkName )
{
Steam3Server().NotifyOfLevelChange();
Q_strncpy( g_HostState.m_levelName, pNewLevel, sizeof( g_HostState.m_levelName ) );
Q_FixSlashes( g_HostState.m_levelName, '/' ); // Store with forward slashes internally to be consistent.
Q_strncpy( g_HostState.m_landmarkName, pLandmarkName, sizeof( g_HostState.m_landmarkName ) );
PublishedFileId_t id = serverGameDLL->GetUGCMapFileID( pNewLevel );
if ( sv.IsDedicated() && id != 0 )
{
// If we're hosting a workshop map, don't change level until we've made sure we're hosting the latest version.
serverGameDLL->UpdateUGCMap( id );
g_HostState.m_bWorkshopMapDownloadPending = true;
}
else
{
g_HostState.SetNextState( HS_CHANGE_LEVEL_MP );
}
}
// set the mapgroup name
void HostState_SetMapGroupName( char const *pMapGroupName )
{
if ( pMapGroupName )
{
V_strncpy( g_HostState.m_mapGroupName, pMapGroupName, sizeof ( g_HostState.m_mapGroupName ) );
sv.SetMapGroupName( pMapGroupName );
}
}
// shutdown the game as soon as possible
void HostState_GameShutdown()
{
Steam3Server().NotifyOfLevelChange();
// This will get called during shutdown, ignore it.
if ( g_HostState.m_currentState != HS_SHUTDOWN &&
g_HostState.m_currentState != HS_RESTART &&
g_HostState.m_currentState != HS_GAME_SHUTDOWN
)
{
g_HostState.SetNextState( HS_GAME_SHUTDOWN );
}
}
// shutdown the engine/program as soon as possible
void HostState_Shutdown()
{
g_HostState.SetNextState( HS_SHUTDOWN );
}
//-----------------------------------------------------------------------------
// Purpose: Restart the engine
//-----------------------------------------------------------------------------
void HostState_Restart()
{
g_HostState.SetNextState( HS_RESTART );
}
bool HostState_IsGameShuttingDown()
{
return g_HostState.IsGameShuttingDown();
}
void HostState_OnClientConnected()
{
g_HostState.OnClientConnected();
}
void HostState_OnClientDisconnected()
{
g_HostState.OnClientDisconnected();
}
void HostState_SetSpawnPoint(Vector &position, QAngle &angle)
{
g_HostState.m_angLocation = angle;
g_HostState.m_vecLocation = position;
g_HostState.m_bRememberLocation = true;
}
bool HostState_IsTransitioningToLoad()
{
if ( g_HostState.m_nextState == HS_NEW_GAME ||
g_HostState.m_nextState == HS_LOAD_GAME ||
g_HostState.m_nextState == HS_CHANGE_LEVEL_SP ||
g_HostState.m_nextState == HS_CHANGE_LEVEL_MP )
{
return true;
}
return false;
}
bool HostState_GameHasShutDownAndFlushedMemory()
{
// False if map-related assets are still in memory
// True once all such have been flushed from memory
return g_HostState.m_bGameHasShutDownAndFlushedMemory;
}
void HostState_Pre_LoadMapIntoMemory()
{
// About to load a map into memory
g_HostState.m_bGameHasShutDownAndFlushedMemory = false;
}
void HostState_Post_FlushMapFromMemory()
{
// Map-related assets have been flushed from memory
g_HostState.m_bGameHasShutDownAndFlushedMemory = true;
}
const char *HostState_GetNewLevel()
{
return g_HostState.m_levelName;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Class implementation
//-----------------------------------------------------------------------------
CHostState::CHostState()
{
m_bGameHasShutDownAndFlushedMemory = true;
SetState( HS_RUN, true );
}
void CHostState::Init()
{
// This can occur if user pressed close button during opening cinematic
if ( m_nextState != HS_SHUTDOWN )
{
if ( IsPS3QuitRequested() && m_nextState == HS_GAME_SHUTDOWN )
{
// do nothing; the state is set to game shutdown, leave it there. Otherwise engine goes into infinite "RUN" frame loop
}
else
{
SetState( HS_RUN, true );
}
}
m_bLetToolsOverrideLoadGameEnts = false;
m_activeGame = false;
m_levelName[0] = 0;
m_mapGroupName[0] = 0;
m_saveName[0] = 0;
m_landmarkName[0] = 0;
m_bRememberLocation = 0;
m_bBackgroundLevel = false;
m_bSplitScreenConnect = false;
m_vecLocation.Init();
m_angLocation.Init();
m_bWaitingForConnection = false;
m_flShortFrameTime = 1.0;
m_bGameHasShutDownAndFlushedMemory = true;
m_bWorkshopMapDownloadPending = false;
}
void CHostState::SetState( HOSTSTATES newState, bool clearNext )
{
m_currentState = newState;
if ( clearNext )
{
m_nextState = newState;
}
}
void CHostState::SetNextState( HOSTSTATES next )
{
Assert( m_currentState == HS_RUN );
m_nextState = next;
}
void CHostState::RunGameInit()
{
materials->OnDebugEvent( "CHostState::RunGameInit" );
Assert( !m_activeGame );
if ( serverGameDLL )
{
serverGameDLL->GameInit();
}
m_activeGame = true;
}
void CHostState::GameShutdown()
{
if ( m_activeGame )
{
materials->OnDebugEvent( "HostState::GameShutdown(active)");
serverGameDLL->GameShutdown();
//if (! sv.IsLevelMainMenuBackground() ) can't do this here - it will overwrite variables that are part of the game setup (these vars are set _before_ the previous game is ended). hibernate is
// ResetGameConVarsToDefaults(); how we deal with this on the dedicated server.
m_activeGame = false;
}
else
{
materials->OnDebugEvent( "HostState::GameShutdown" );
}
}
// These State_ functions execute that state's code right away
// The external API queues up state changes to happen when the state machine is processed.
void CHostState::State_NewGame()
{
bool bSplitScreenConnect = m_bSplitScreenConnect;
m_bSplitScreenConnect = false;
materials->OnDebugEvent( "CHostState::State_NewGame" );
if ( Host_ValidGame() )
{
// Demand load game .dll if running with -nogamedll flag, etc.
if ( !serverGameClients )
{
SV_InitGameDLL();
}
if ( !serverGameClients )
{
Warning( "Can't start game, no valid server.dll loaded\n" );
}
else
{
if ( modelloader->Map_IsValid( m_levelName ) )
{
if ( Host_NewGame( m_levelName, m_mapGroupName, false, m_bBackgroundLevel, bSplitScreenConnect ) )
{
// succesfully started the new game
SetState( HS_RUN, true );
return;
}
}
}
}
SCR_EndLoadingPlaque();
// new game failed
GameShutdown();
// run the server at the console
SetState( HS_RUN, true );
sv.ClearReservationStatus();
}
void CHostState::State_LoadGame()
{
materials->OnDebugEvent( "CHostState::State_LoadGame" );
#ifndef DEDICATED
HostState_RunGameInit();
if ( saverestore->LoadGame( m_saveName, m_bLetToolsOverrideLoadGameEnts ) )
{
// succesfully started the new game
GetTestScriptMgr()->CheckPoint( "load_game" );
SetState( HS_RUN, true );
return;
}
#endif
SCR_EndLoadingPlaque();
// load game failed
GameShutdown();
// run the server at the console
SetState( HS_RUN, true );
if ( g_pMatchFramework->GetMatchSession() )
{
g_pMatchFramework->CloseSession();
return;
}
#if 0
if ( IsX360() )
{
// On the 360 we need to return to the background map
g_ServerGlobalVariables.bMapLoadFailed = true;
Cbuf_Clear( Cbuf_GetCurrentPlayer() );
Cbuf_AddText( Cbuf_GetCurrentPlayer(), "startupmenu force" );
Cbuf_Execute();
}
#endif
}
void CHostState::State_ChangeLevelMP()
{
materials->OnDebugEvent( "CHostState::State_ChangeLevelMP" );
if ( Host_ValidGame() )
{
Steam3Server().NotifyOfLevelChange();
g_pServerPluginHandler->LevelShutdown();
#if !defined(DEDICATED)
audiosourcecache->LevelShutdown();
#endif
if ( modelloader->Map_IsValid( m_levelName ) )
{
#ifndef DEDICATED
// start progress bar immediately for multiplayer level transitions
EngineVGui()->EnabledProgressBarForNextLoad();
#endif
Host_Changelevel( false, m_levelName, m_mapGroupName, m_landmarkName );
SetState( HS_RUN, true );
return;
}
}
// fail
ConMsg( "Unable to change level!\n" );
SetState( HS_RUN, true );
}
void CHostState::State_ChangeLevelSP()
{
materials->OnDebugEvent( "CHostState::State_ChangeLevelSP" );
if ( Host_ValidGame() )
{
if ( modelloader->Map_IsValid( m_levelName ) )
{
Host_Changelevel( true, m_levelName, m_mapGroupName, m_landmarkName );
SetState( HS_RUN, true );
return;
}
}
// fail
ConMsg( "Unable to change level!\n" );
SetState( HS_RUN, true );
}
static bool IsClientActive()
{
if ( !sv.IsActive() )
{
#ifdef DEDICATED
return false;
#else
return GetBaseLocalClient().IsActive();
#endif
}
for ( int i = 0; i < sv.GetClientCount(); i++ )
{
CGameClient *pClient = sv.Client( i );
if ( pClient->IsActive() )
{
return true;
}
}
return false;
}
static bool IsClientConnected()
{
if ( !sv.IsActive() )
{
#ifndef DEDICATED
return GetBaseLocalClient().IsConnected();
#else
return false;
#endif
}
for ( int i = 0; i < sv.GetClientCount(); i++ )
{
CGameClient *pClient = sv.Client( i );
if ( pClient->IsConnected() )
return true;
}
return false;
}
static bool s_bFirstRunFrame = true;
void CHostState::State_Run( float frameTime )
{
//materials->OnDebugEvent( "CHostState::State_Run" );
if ( m_flShortFrameTime > 0 )
{
if ( IsClientActive() )
{
m_flShortFrameTime = (m_flShortFrameTime > frameTime) ? (m_flShortFrameTime-frameTime) : 0;
}
// Only clamp time if client is in process of connecting or is already connected.
if ( IsClientConnected() )
{
frameTime = MIN( frameTime, host_state.interval_per_tick );
}
}
int nTimerWait = 15;
if ( s_bFirstRunFrame ) // the first frame can take a while especially during fork startup
{
s_bFirstRunFrame = false;
nTimerWait *= 2;
}
if ( sv.IsDedicated() )
BeginWatchdogTimer( nTimerWait );
Host_RunFrame( frameTime ); // 5 seconds allowed unless map load
if ( sv.IsDedicated() )
EndWatchdogTimer();
// Continue loading process once we've tried to update the new map
if ( sv.IsDedicated() && g_HostState.m_bWorkshopMapDownloadPending && !serverGameDLL->HasPendingMapDownloads() )
{
g_HostState.SetNextState( HS_CHANGE_LEVEL_MP );
g_HostState.m_bWorkshopMapDownloadPending = false;
}
switch( m_nextState )
{
case HS_RUN:
break;
case HS_LOAD_GAME:
case HS_NEW_GAME:
#if !defined( DEDICATED )
SCR_BeginLoadingPlaque( m_levelName );
#endif
// FALL THROUGH INTENTIONALLY TO SHUTDOWN
case HS_SHUTDOWN:
case HS_RESTART:
// NOTE: The game must be shutdown before a new game can start,
// before a game can load, and before the system can be shutdown.
// This is done here instead of pathfinding through a state transition graph.
// That would be equivalent as the only way to get from HS_RUN to HS_LOAD_GAME is through HS_GAME_SHUTDOWN.
case HS_GAME_SHUTDOWN:
SetState( HS_GAME_SHUTDOWN, false );
break;
case HS_CHANGE_LEVEL_MP:
case HS_CHANGE_LEVEL_SP:
SetState( m_nextState, true );
break;
default:
SetState( HS_RUN, true );
break;
}
}
void CHostState::State_GameShutdown()
{
materials->OnDebugEvent( "CHostState::State_GameShutdown" );
if ( serverGameDLL )
{
Steam3Server().NotifyOfLevelChange();
g_pServerPluginHandler->LevelShutdown();
#if !defined(DEDICATED)
audiosourcecache->LevelShutdown();
#endif
}
GameShutdown();
#ifndef DEDICATED
saverestore->ClearSaveDir();
#endif
Host_ShutdownServer();
MapReslistGenerator().OnLevelShutdown();
if ( IsGameConsole() )
{
if ( m_nextState == HS_GAME_SHUTDOWN )
{
// game consoles needs some memory to do main menu (movie, installer, etc)
// this is an attempt to purge map related data
g_pQueuedLoader->PurgeAll();
g_pDataCache->Flush();
wavedatacache->Flush();
g_pMDLCache->ReleaseAnimBlockAllocator();
materials->OnLevelShutdown();
materials->UncacheUnusedMaterials();
// Record the fact that this memory flush completed
HostState_Post_FlushMapFromMemory();
// the above leaves resources in a bad state for Queued Loader
// this ensures there a full purge necessary before any map gets loaded
SV_FlushMemoryOnNextServer();
// When ejecting BD right after starting loading a savegame, the game sometimes never calls State_shutdown, never sets engine state to DLL_CLOSE and goes into infinite loop
// calling shutdown here to prevent that.
if( IsPS3QuitRequested() )
{
State_Shutdown();
}
}
}
if( IsPS3QuitRequested() && m_nextState == HS_GAME_SHUTDOWN )
{
SetState( HS_GAME_SHUTDOWN, true );
}
else
{
switch( m_nextState )
{
case HS_LOAD_GAME:
case HS_NEW_GAME:
case HS_SHUTDOWN:
case HS_RESTART:
SetState( m_nextState, true );
break;
default:
SetState( HS_RUN, true );
break;
}
}
}
// Tell the launcher we're done.
void CHostState::State_Shutdown()
{
#if !defined(DEDICATED)
CL_EndMovie();
#endif
eng->SetNextState( IEngine::DLL_CLOSE );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHostState::State_Restart( void )
{
// Just like a regular shutdown
State_Shutdown();
// But signal launcher/front end to restart engine
eng->SetNextState( IEngine::DLL_RESTART );
}
//-----------------------------------------------------------------------------
// this is the state machine's main processing loop
//-----------------------------------------------------------------------------
char const *g_szHostStateDelayedMessage = NULL;
void CHostState::FrameUpdate( float time )
{
#if _DEBUG
int loopCount = 0;
#endif
if ( setjmp (host_abortserver) )
{
Init();
return;
}
g_bAbortServerSet = true;
while ( true )
{
if ( g_szHostStateDelayedMessage )
{
struct tm newtime;
char tString[ 128 ] = {};
Plat_GetLocalTime( &newtime );
Plat_GetTimeString( &newtime, tString, sizeof( tString ) );
Warning( "Host state %d at %s -- %s\n", m_currentState, tString, g_szHostStateDelayedMessage );
g_szHostStateDelayedMessage = NULL;
}
int oldState = m_currentState;
// execute the current state (and transition to the next state if not in HS_RUN)
switch( m_currentState )
{
case HS_NEW_GAME:
g_pMDLCache->BeginMapLoad();
State_NewGame();
break;
case HS_LOAD_GAME:
g_pMDLCache->BeginMapLoad();
State_LoadGame();
break;
case HS_CHANGE_LEVEL_MP:
g_pMDLCache->BeginMapLoad();
m_flShortFrameTime = 0.5f;
State_ChangeLevelMP();
break;
case HS_CHANGE_LEVEL_SP:
g_pMDLCache->BeginMapLoad();
m_flShortFrameTime = 1.5f; // 1.5s of slower frames
State_ChangeLevelSP();
break;
case HS_RUN:
State_Run( time );
break;
case HS_GAME_SHUTDOWN:
State_GameShutdown();
break;
case HS_SHUTDOWN:
State_Shutdown();
break;
case HS_RESTART:
g_pMDLCache->BeginMapLoad();
State_Restart();
break;
}
// only do a single pass at HS_RUN per frame. All other states loop until they reach HS_RUN
if ( oldState == HS_RUN )
break;
// shutting down
if ( oldState == HS_SHUTDOWN ||
oldState == HS_RESTART )
break;
// we may be required to quit when in GAME_SHUTDOWN state on PS3, which state doesn't change to SHUTDOWN at this point
// so in case we have user request to quit (or a disk ejected), to avoid infinite loop, we need to break out of this loop now.
if( IsPS3QuitRequested() && oldState == HS_GAME_SHUTDOWN )
break;
// Only HS_RUN is allowed to persist across loops!!!
// Also, detect circular state graphs (more than 8 cycling changes is probably a loop)
// NOTE: In the current graph, there are at most 2.
#if _DEBUG
if ( (m_currentState == oldState) || (++loopCount > 8) )
{
Host_Error( "state crash!\n" );
}
#endif
}
}
bool CHostState::IsGameShuttingDown( void )
{
return ( ( m_currentState == HS_GAME_SHUTDOWN ) || ( m_nextState == HS_GAME_SHUTDOWN ) );
}
void CHostState::RememberLocation()
{
#ifndef DEDICATED
Assert( m_bRememberLocation );
m_vecLocation = MainViewOrigin();
VectorAngles( MainViewForward(), m_angLocation );
IClientEntity *localPlayer = entitylist ? entitylist->GetClientEntity( GetLocalClient().m_nPlayerSlot + 1 ) : NULL;
if ( localPlayer )
{
m_vecLocation = localPlayer->GetAbsOrigin();
}
m_vecLocation.z -= 64.0f; // subtract out a bit of Z to position the player lower
#endif
}
void CHostState::OnClientConnected()
{
materials->OnDebugEvent( "CHostState::OnClientConnected" );
if ( !m_bWaitingForConnection )
return;
m_bWaitingForConnection = false;
if ( m_bRememberLocation )
{
m_bRememberLocation = false;
Cbuf_AddText( Cbuf_GetCurrentPlayer(), va( "setpos_exact %f %f %f\n", m_vecLocation.x, m_vecLocation.y, m_vecLocation.z ) );
Cbuf_AddText( Cbuf_GetCurrentPlayer(), va( "setang_exact %f %f %f\n", m_angLocation.x, m_angLocation.y, m_angLocation.z ) );
}
#if !defined( DEDICATED )
if ( reload_materials.GetBool() )
{
// building cubemaps requires the materials to reload after map
reload_materials.SetValue( 0 );
Cbuf_AddText( Cbuf_GetCurrentPlayer(), "mat_reloadallmaterials\n" );
}
// Spew global texture memory usage if asked to
if( CommandLine()->CheckParm( "-dumpvidmemstats" ) )
{
FileHandle_t fp;
fp = g_pFileSystem->Open( "vidmemstats.txt", "a" );
g_pFileSystem->FPrintf( fp, "%s:\n", g_HostState.m_levelName );
#ifdef VPROF_ENABLED
CVProfile *pProf = &g_VProfCurrentProfile;
int prefixLen = V_strlen( "TexGroup_Global_" );
float total = 0.0f;
for ( int i=0; i < pProf->GetNumCounters(); i++ )
{
if ( pProf->GetCounterGroup( i ) == COUNTER_GROUP_TEXTURE_GLOBAL )
{
// The counters are in bytes and the panel is all in kilobytes.
float value = pProf->GetCounterValue( i ) * ( 1.0f / ( 1024.0f * 1024.0f ) );
total += value;
const char *pName = pProf->GetCounterName( i );
if ( StringHasPrefix( pName, "TexGroup_Global_" ) )
{
pName += prefixLen;
}
g_pFileSystem->FPrintf( fp, "%s: %0.3fMB\n", pName, value );
}
}
g_pFileSystem->FPrintf( fp, "vidmem total: %0.3fMB\n", total );
#endif
#if 0
g_pFileSystem->FPrintf( fp, "hunk total: %0.3fMB\n", Cache_TotalUsed() * ( 1.0f / ( 1024.0f * 1024.0f ) ) );
g_pFileSystem->FPrintf( fp, "hunk sound: %0.3fMB\n", Cache_TotalUsed_Sound() * ( 1.0f / ( 1024.0f * 1024.0f ) ) );
g_pFileSystem->FPrintf( fp, "hunk models: %0.3fMB\n", Cache_TotalUsed_Models() * ( 1.0f / ( 1024.0f * 1024.0f ) ) );
#endif
g_pFileSystem->FPrintf( fp, "---------------------------------\n" );
g_pFileSystem->Close( fp );
Cbuf_AddText( Cbuf_GetCurrentPlayer(), "quit\n" );
}
#endif
#ifndef DEDICATED
if ( !sv.IsDedicated() )
{
ClientDLL_GameInit();
}
#endif
}
void CHostState::OnClientDisconnected()
{
materials->OnDebugEvent( "CHostState::OnClientDisconnected" );
#ifndef DEDICATED
if ( !sv.IsDedicated() )
{
ClientDLL_GameShutdown();
}
#endif
}
// Determine if this is a valid game
static bool Host_ValidGame( void )
{
return true;
}