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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//===========================================================================//
#include "tier0/fasttimer.h"
#ifdef _WIN32
#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
#endif
#include "tier1/fmtstr.h"
#include "vstdlib/jobthread.h"
#ifdef USE_SDL
#include "appframework/ilaunchermgr.h"
extern ILauncherMgr *g_pLauncherMgr; #endif
#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 "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 "tier2/tier2.h"
#include "enginethreads.h"
#include "steam/steam_api.h"
#include "LoadScreenUpdate.h"
#include "datacache/idatacache.h"
#if !defined SWDS
#include "voice.h"
#include "sound.h"
#endif
#include "icvar.h"
#include "sys.h"
#include "client.h"
#include "cl_pred.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 SWDS
#include "con_nprint.h"
#endif
#include "filesystem.h"
#include "filesystem_engine.h"
#include "tier0/etwprof.h"
#include "tier0/vcrmode.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/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 "replay_internal.h"
#endif
#include "sys_mainwind.h"
#include "host_phonehome.h"
#ifndef SWDS
#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 "soundservice.h"
#include "profile.h"
#include "steam/isteamremotestorage.h"
#if defined( _X360 )
#include "xbox/xbox_win32stubs.h"
#include "audio_pch.h"
#endif
#if defined( LINUX )
#include <locale.h>
#include "SDL.h"
#endif
#include "ixboxsystem.h"
extern IXboxSystem *g_pXboxSystem;
extern ConVar cl_cloud_settings; extern ConVar cl_logofile;
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
void CL_SetPagedPoolInfo(); extern char *CM_EntityString( void ); extern ConVar host_map; extern ConVar sv_cheats;
bool g_bDedicatedServerBenchmarkMode = false; bool g_bAllowSecureServers = true; bool g_bLowViolence = false;
// These counters are for debugging in dumps. If these are non-zero it may indicate some kind of
// heap problem caused by the setjmp/longjmp error handling
int g_HostServerAbortCount = 0; int g_HostErrorCount = 0; int g_HostEndDemo = 0;
char g_szDefaultLogoFileName[] = "materials/vgui/logos/spray.vtf";
int host_frameticks = 0; int host_tickcount = 0; int host_currentframetick = 0;
static const char g_pModuleExtension[] = DLL_EXT_STRING;
// Engine player info, no game related infos here
BEGIN_BYTESWAP_DATADESC( player_info_s ) 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) { ResetDeltas(); }
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; }
private: enum { FRAME_HISTORY_COUNT = 50 };
friend void Host_Speeds(); void ComputeFrameVariability();
double time_base; double times[9]; double swaptime; double frametime; double m_flFPSVariability; double m_flFPSStdDeviationSeconds; double starttime[NUM_FRAME_SEGMENTS]; double deltas[NUM_FRAME_SEGMENTS];
float m_pFrameTimeHistory[FRAME_HISTORY_COUNT]; int m_nFrameTimeHistoryIndex; };
static CFrameTimer g_HostTimes;
//------------------------------------------
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" );
// Marked as FCVAR_USERINFO so that the server can cull CC messages before networking them down to us!!!
ConVar closecaption( "closecaption", "0", FCVAR_ARCHIVE | FCVAR_ARCHIVE_XBOX | FCVAR_USERINFO, "Enable close captioning." ); extern ConVar sv_unlockedchapters;
void Snd_Restart_f() { #ifndef SWDS
extern bool snd_firsttime;
char szVoiceCodec[_MAX_PATH] = { 0 }; int nVoiceSampleRate = Voice_ConfiguredSampleRate();
{ // This is not valid after voice shuts down
const char *pPreviousCodec = Voice_ConfiguredCodec(); if ( pPreviousCodec && *pPreviousCodec ) { V_strncpy( szVoiceCodec, pPreviousCodec, sizeof( szVoiceCodec ) ); } }
S_Shutdown(); snd_firsttime = true; cl.ClearSounds(); S_Init();
// Restart voice if it was running
if ( szVoiceCodec[0] ) Voice_Init( szVoiceCodec, nVoiceSampleRate );
// 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 ); pCommand->Dispatch( cmd ); } #endif
}
static ConCommand snd_restart( "snd_restart", Snd_Restart_f, "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
CON_COMMAND( mem_dump, "Dump memory stats to text file." ) { ConMsg("Writing memory stats to file memstats.txt\n");
#if defined( _MEMTEST )
const char *pTest = sv.GetMapName(); if ( !pTest || !pTest[0] ) { // possibly at menu
pTest = "unknown"; } MemAlloc_SetStatsExtraInfo( pTest,"" ); #endif
MemAlloc_DumpStats(); }
CON_COMMAND( mem_compact, "" ) { MemAlloc_CompactHeap(); }
CON_COMMAND( mem_eat, "" ) { MemAlloc_Alloc( 1024* 1024 ); }
CON_COMMAND( mem_test, "" ) { MemAlloc_CrtCheckMemory(); }
static ConVar host_competitive_ever_enabled( "host_competitive_ever_enabled", "0", FCVAR_HIDDEN, "Has competitive ever been enabled this run?", true, 0, true, 1, true, 1, false, 1, NULL );
static ConVar mem_test_each_frame( "mem_test_each_frame", "0", 0, "Run heap check at end of every frame\n" ); 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 cvarNext( "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." );
#if defined( RAD_TELEMETRY_ENABLED )
static void OnChangeTelemetryPause ( IConVar *var, const char *pOldValue, float flOldValue ) { tmPause( TELEMETRY_LEVEL0, 1 ); }
static void OnChangeTelemetryResume ( IConVar *var, const char *pOldValue, float flOldValue ) { tmPause( 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 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( cmd ); } 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", 0, "Pause Telemetry", OnChangeTelemetryPause ); ConVar telemetry_resume( "telemetry_resume", "0", 0, "Resume Telemetry", OnChangeTelemetryResume ); ConVar telemetry_framecount( "telemetry_framecount", "0", 0, "Set Telemetry count of frames to capture", OnChangeTelemetryFrameCount ); ConVar telemetry_level( "telemetry_level", "0", 0, "Set Telemetry profile level: 0 being off.", OnChangeTelemetryLevel ); ConVar telemetry_server( "telemetry_server", "localhost", 0, "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
extern bool gfBackground;
static bool host_checkheap = false;
CCommonHostState host_state;
//-----------------------------------------------------------------------------
enum HostThreadMode { HTM_DISABLED, HTM_DEFAULT, HTM_FORCED, };
ConVar host_thread_mode( "host_thread_mode", ( IsX360() ) ? "1" : "0", 0, "Run the host in threaded mode, (0 == off, 1 == if multicore, 2 == force)" ); 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 );
#if 0
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 nTests = ( args.ArgC() == 1 ) ? 10000 : atoi( args.Arg( 1 ) ); RunTSListTests( nTests ); }
CON_COMMAND( thread_test_tsqueue, "" ) { int nTests = ( args.ArgC() == 1 ) ? 10000 : atoi( args.Arg( 1 ) ); RunTSQueueTests( nTests ); }
CON_COMMAND( threadpool_run_tests, "" ) { int nTests = ( args.ArgC() == 1 ) ? 1 : atoi( args.Arg( 1 ) ); for ( int i = 0; i < nTests; i++ ) { RunThreadPoolTests(); } } #endif
//-----------------------------------------------------------------------------
/*
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
static AudioState_t s_AudioState;
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; 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 host_limitlocal( "host_limitlocal", "0", 0, "Apply cl_cmdrate and cl_updaterate to loopback connection" ); ConVar host_framerate( "host_framerate","0", 0, "Set to lock per-frame time elapse." ); ConVar host_timescale( "host_timescale","1.0", FCVAR_REPLICATED, "Prescale the clock by this amount." ); ConVar host_speeds( "host_speeds","0", 0, "Show general system running times." ); // set for running times
ConVar host_flush_threshold( "host_flush_threshold", "20", 0, "Memory threshold below which the host should flush caches between server instances" );
void HostTimerSpinMsChangedCallback( IConVar *var, const char *pOldString, float flOldValue ); ConVar host_timer_spin_ms( "host_timer_spin_ms", "0", FCVAR_NONE, "Use CPU busy-loop for improved timer precision (dedicated only)", HostTimerSpinMsChangedCallback );
void HostTimerSpinMsChangedCallback( IConVar *var, const char *pOldString, float flOldValue ) { const char *pForcedValue = CommandLine()->ParmValue( "+host_timer_spin_ms" ); if ( pForcedValue != NULL ) { if ( V_strcmp( host_timer_spin_ms.GetString(), pForcedValue ) ) { Msg( "Value for host_timer_spin_ms is locked to %s by command line parameter.\n", pForcedValue ); host_timer_spin_ms.SetValue( pForcedValue ); } } }
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( "%1.3fms\n", host_jitterhistory[ slot ] * 1000 ); } } }
#ifdef REL_TO_STAGING_MERGE_TODO
// Do this when merging the game DLLs so FCVAR_CHEAT can be set on them at the same time.
ConVar developer( "developer", "0", FCVAR_CHEAT, "Set developer message level"); #else
ConVar developer( "developer", "0", 0, "Set developer message level"); #endif
ConVar skill( "skill","1", FCVAR_ARCHIVE | FCVAR_ARCHIVE_XBOX, "Game skill level (1-3).", true, 1, true, 3 ); // 1 - 3
ConVar deathmatch( "deathmatch","0", FCVAR_NOTIFY | FCVAR_INTERNAL_USE, "Running a deathmatch server." ); // 0, 1, or 2
ConVar coop( "coop","0", FCVAR_NOTIFY, "Cooperative play." ); // 0 or 1
#ifdef _DEBUG
ConVar r_ForceRestore( "r_ForceRestore", "0", 0 ); #endif // _DEBUG
ConVar vcr_verbose( "vcr_verbose", "0", 0, "Write extra information into .vcr file." );
#ifndef SWDS
void CL_CheckToDisplayStartupMenus(); // in cl_main.cpp
#endif
bool GetFileFromRemoteStorage( ISteamRemoteStorage *pRemoteStorage, const char *pszRemoteFileName, const char *pszLocalFileName ) { 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 ) {
char filepath[ 512 ]; Q_strncpy( filepath, pszLocalFileName, sizeof( filepath ) ); Q_StripFilename( filepath ); g_pFullFileSystem->CreateDirHierarchy( filepath, "MOD" );
FileHandle_t hFile = g_pFileSystem->Open( pszLocalFileName, "wb", "MOD" ); 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 ) { worldmodel = pModel; if ( pModel ) { worldbrush = pModel->brush.pShared; } else { worldbrush = NULL; } }
void Host_DefaultMapFileName( const char *pFullMapName, /* out */ char *pDiskName, unsigned int nDiskNameSize ) { if ( IsPC() || !IsX360() ) { // pc names are as is
Q_snprintf( pDiskName, nDiskNameSize, "maps/%s.bsp", pFullMapName ); } else if ( IsX360() ) { Q_snprintf( pDiskName, nDiskNameSize, "maps/%s.360.bsp", pFullMapName ); } }
void Host_SetAudioState( const AudioState_t &audioState ) { memcpy( &s_AudioState, &audioState, sizeof(AudioState_t) ); }
bool Host_IsSinglePlayerGame( void ) { if ( sv.IsActive() ) { return !sv.IsMultiplayer(); } else { return cl.m_nMaxClients == 1; } }
void CheckForFlushMemory( const char *pCurrentMapName, const char *pDestMapName ) { if ( host_flush_threshold.GetInt() == 0 ) return;
#if defined(_X360)
// There are three cases in which we flush memory
// Case 1: changing from one map to another
// -> flush temp data caches
// Case 2: loading any map (inc. A to A) and free memory is below host_flush_threshold MB
// -> flush everything
// Case 3: loading a 'blacklisted' map (the known biggest memory users, or where texture sets change)
// -> flush everything
static const char *mapBlackList[] = { // --hl2--
"d1_canals_01", "d1_canals_05", "d1_eli_01", "d1_town_01", "d2_coast_01", "d2_prison_01", "d3_c17_01", "d3_c17_05", "d3_c17_09", "d3_citadel_01", "d3_breen_01", // --ep1--
"ep1_c17_02", "ep1_c17_02b", "ep1_c17_05", "ep1_c17_06", // --ep2--
"ep2_outland_06a", "ep2_outland_09", "ep2_outland_11", "ep2_outland_12", "ep2_outland_12a", // --tf--
"tc_hydro" };
char szCurrentMapName[MAX_PATH]; char szDestMapName[MAX_PATH]; if ( pCurrentMapName ) { V_FileBase( pCurrentMapName, szCurrentMapName, sizeof( szCurrentMapName ) ); } else { szCurrentMapName[0] = '\0'; } pCurrentMapName = szCurrentMapName;
if ( pDestMapName ) { V_FileBase( pDestMapName, szDestMapName, sizeof( szDestMapName ) ); } else { szDestMapName[0] = '\0'; } pDestMapName = szDestMapName;
bool bIsMapChanging = pCurrentMapName[0] && V_stricmp( pCurrentMapName, pDestMapName );
bool bIsDestMapBlacklisted = false; for ( int i = 0; i < ARRAYSIZE( mapBlackList ); i++ ) { if ( pDestMapName && !V_stricmp( pDestMapName, mapBlackList[i] ) ) { bIsDestMapBlacklisted = true; } }
DevMsg( "---CURRENT(%s), NEXT(%s)\n", (pCurrentMapName[0] ? pCurrentMapName : "----"), (pDestMapName[0] ? pDestMapName : "----") ); if ( bIsMapChanging ) { DevMsg( "---CHANGING MAPS!\n" ); } if ( bIsDestMapBlacklisted ) { DevMsg( "---BLACKLISTED!\n" ); }
MEMORYSTATUS stat; GlobalMemoryStatus( &stat ); if ( ( stat.dwAvailPhys < host_flush_threshold.GetInt() * 1024 * 1024 ) || ( bIsDestMapBlacklisted && bIsMapChanging ) ) { // Flush everything; ALL data is reloaded from scratch
SV_FlushMemoryOnNextServer(); g_pDataCache->Flush(); DevWarning( "---FULL FLUSH\n" ); } else if ( bIsMapChanging ) { // Flush temporary data (async anim, non-locked async audio)
g_pMDLCache->Flush( MDLCACHE_FLUSH_ANIMBLOCK ); wavedatacache->Flush(); DevWarning( "---PARTIAL FLUSH\n" ); } DevMsg( "---- --- ----\n" ); #endif
}
void Host_AbortServer() { g_HostServerAbortCount++; longjmp( host_abortserver, 1 ); }
/*
================ Host_EndGame ================ */ void Host_EndGame (bool bShowMainMenu, const char *message, ...) { int oldn; 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 SWDS
scr_disabled_for_loading = true; #endif
oldn = cl.demonum; cl.demonum = -1;
Host_Disconnect(bShowMainMenu);
cl.demonum = oldn;
if ( sv.IsDedicated() ) { Sys_Error ("Host_EndGame: %s\n",string); // dedicated servers exit
return; }
if (cl.demonum != -1) { #ifndef SWDS
CL_NextDemo (); #endif
g_HostEndDemo++; longjmp (host_enddemo, 1); } else {
#ifndef SWDS
scr_disabled_for_loading = false; #endif
if ( g_bAbortServerSet ) { Host_AbortServer(); } } }
/*
================ 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;
DebuggerBreakIfDebugging_StagingOnly();
g_HostErrorCount++;
if (inerror) { Sys_Error ("Host_Error: recursively entered"); } inerror = true;
#ifndef SWDS
// 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 SWDS
// Reenable screen updates
SCR_EndLoadingPlaque (); #endif
ConMsg( "\nHost_Error: %s\n\n", string );
Host_Disconnect( true, string );
cl.demonum = -1;
inerror = false;
if ( g_bAbortServerSet ) { Host_AbortServer(); } }
#ifndef SWDS
ButtonCode_t nInvalidKeyBindings[] = { KEY_PAD_0, KEY_PAD_1, KEY_PAD_2, KEY_PAD_3, KEY_PAD_4, KEY_PAD_5, KEY_PAD_6, KEY_PAD_7, KEY_PAD_8, KEY_PAD_9, KEY_PAD_DIVIDE, KEY_PAD_MULTIPLY, KEY_PAD_MINUS, KEY_PAD_PLUS, KEY_PAD_ENTER, KEY_PAD_DECIMAL, KEY_ESCAPE, KEY_SCROLLLOCK, KEY_INSERT, KEY_DELETE, KEY_HOME, KEY_END, KEY_PAGEUP, KEY_PAGEDOWN, KEY_BREAK, KEY_LSHIFT, KEY_RSHIFT, KEY_LALT, KEY_RALT, KEY_LCONTROL, KEY_RCONTROL, KEY_LWIN, KEY_RWIN, KEY_APP, KEY_UP, KEY_LEFT, KEY_DOWN, KEY_RIGHT, KEY_CAPSLOCKTOGGLE, KEY_NUMLOCKTOGGLE, KEY_SCROLLLOCKTOGGLE, KEY_BACKQUOTE, };
//******************************************
// SetupNewBindings
//
// In the rare case that we ship an update
// where we need a key to be bound to a given
// con-command, this function do its best to
// bind those keys, based on a file called
// newbindings.txt.
//******************************************
void SetupNewBindings() { char szBindCmd[ 256 ];
// Load the file
const char *pFilename = "scripts\\newbindings.txt"; KeyValues *pNewBindingsData = new KeyValues( pFilename ); if ( !pNewBindingsData->LoadFromFile( g_pFileSystem, pFilename ) ) { pNewBindingsData->deleteThis(); return; }
FOR_EACH_TRUE_SUBKEY( pNewBindingsData, pSubKey ) { // Get the binding
const char *pBinding = pSubKey->GetName(); if ( !pBinding ) continue;
// Get the ideal key
const char *pIdealKey = pSubKey->GetString( "ideal_key", NULL ); if ( !pIdealKey ) continue;
// Force the key binding if the ideal key is bound to an irrelevant command, which is the
// case for CS:S, which binds F6 to "quick save," which has no used in the game at all.
const char *pOverrideIfCmd = pSubKey->GetString( "override_if", NULL ); if ( pOverrideIfCmd ) { const char *pCurrentBindingForKey = ::Key_BindingForKey( g_pInputSystem->StringToButtonCode( pIdealKey ) ); if ( !pCurrentBindingForKey || !V_stricmp( pOverrideIfCmd, pCurrentBindingForKey ) ) { V_snprintf( szBindCmd, sizeof( szBindCmd ), "bind \"%s\" \"%s\"", pIdealKey, pBinding ); Cbuf_AddText( szBindCmd ); continue; } }
// Already have a key for this command?
if ( ::Key_NameForBinding( pBinding ) ) continue;
// No binding. Is the ideal key available?
ButtonCode_t bcIdealKey = g_pInputSystem->StringToButtonCode( pIdealKey ); const char *pCurrentBindingForIdealKey = ::Key_BindingForKey( bcIdealKey ); if ( !pCurrentBindingForIdealKey ) { // Yes - bind to the ideal key.
V_snprintf( szBindCmd, sizeof( szBindCmd ), "bind \"%s\" \"%s\"", pIdealKey, pBinding ); Cbuf_AddText( szBindCmd ); continue; }
// Ideal key already bound - find another key at random and bind it
bool bFound = false; int nNumAttempts = 1; for ( int nCurButton = (int)KEY_0; nCurButton <= (int)KEY_LAST; ++nCurButton, ++nNumAttempts ) { // Don't consider numpad, windows keys, etc
bool bFoundInvalidKey = false; for ( int iKeyIndex = 0; iKeyIndex < sizeof( nInvalidKeyBindings )/sizeof( nInvalidKeyBindings[0] ); iKeyIndex++ ) { if ( nCurButton == (int)nInvalidKeyBindings[iKeyIndex] ) { bFoundInvalidKey = true; break; } }
if ( bFoundInvalidKey ) continue;
// Key available?
ButtonCode_t bcCurButton = (ButtonCode_t)nCurButton; if ( !::Key_BindingForKey( bcCurButton ) ) { // Yes - use it.
V_snprintf( szBindCmd, sizeof( szBindCmd ), "bind \"%s\" \"%s\"", g_pInputSystem->ButtonCodeToString( bcCurButton ), pBinding ); Cbuf_AddText( szBindCmd ); bFound = true; break; } }
// We tried really hard - did we fail?
if ( !bFound ) { Warning( "Unable to bind a key for command \"%s\" after %i attempt(s).\n", pBinding, nNumAttempts ); } } }
//******************************************
// 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 = false;
//-----------------------------------------------------------------------------
// Purpose: Write out our 360 exclusive settings to internal storage
//-----------------------------------------------------------------------------
void Host_WriteConfiguration_360( void ) { #ifdef _X360
if ( XBX_GetStorageDeviceId() == XBX_INVALID_STORAGE_ID || XBX_GetStorageDeviceId() == XBX_STORAGE_DECLINED ) return;
// Construct the name for our config settings for this mod
char strFilename[MAX_PATH]; Q_snprintf( strFilename, sizeof(strFilename), "cfg:/%s_config.cfg", GetCurrentMod() );
// Always throw away all keys that are left over.
CUtlBuffer configBuff( 0, 0, CUtlBuffer::TEXT_BUFFER); configBuff.Printf( "unbindall\n" );
Key_WriteBindings( configBuff ); cv->WriteVariables( configBuff );
ConVarRef mat_monitorgamma( "mat_monitorgamma" ); ConVarRef mat_monitorgamma_tv_enabled( "mat_monitorgamma_tv_enabled" );
char strVideoFilename[MAX_PATH]; CUtlBuffer videoBuff( 0, 0, CUtlBuffer::TEXT_BUFFER); Q_snprintf( strVideoFilename, sizeof(strVideoFilename), "cfg:/video_config.cfg" ); videoBuff.Printf( "mat_monitorgamma %f\n", mat_monitorgamma.GetFloat() ); videoBuff.Printf( "mat_monitorgamma_tv_enabled %d\n", mat_monitorgamma_tv_enabled.GetBool() );
// Anything to write?
if ( configBuff.TellMaxPut() ) { g_pFileSystem->WriteFile( strFilename, NULL, configBuff ); }
if ( videoBuff.TellMaxPut() ) { g_pFileSystem->WriteFile( strVideoFilename, NULL, videoBuff ); }
g_pXboxSystem->FinishContainerWrites(); #endif // #ifdef _X360
}
/*
=============== Host_WriteConfiguration
Writes key bindings and archived cvars to config.cfg =============== */
void Host_WriteConfiguration( const char *filename, bool bAllVars ) { const bool cbIsUserRequested = ( filename != NULL );
if ( !filename ) filename = "config.cfg";
if ( !g_bConfigCfgExecuted ) return; if ( !host_initialized ) return;
// Don't write config when in default--most of the values are defaults which is not what the player wants.
// If bAllVars is set, go ahead and write out the file anyways, since it was requested explicitly.
if ( !cbIsUserRequested && ( CommandLine()->CheckParm( "-default" ) || host_competitive_ever_enabled.GetBool() ) ) return; // Write to internal storage on the 360
if ( IsX360() ) { Host_WriteConfiguration_360(); 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() ) return;
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", "MOD" ); if ( g_pFileSystem->FileExists( szFileName, "MOD" ) && !g_pFileSystem->IsFileWritable( szFileName, "MOD" ) ) { 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 ); cv->WriteVariables( configBuff, bAllVars );
#if !defined( SWDS )
bool down; if ( g_ClientDLL->IN_IsKeyDown( "in_jlook", down ) && down ) { configBuff.Printf( "+jlook\n" ); } #endif // SWDS
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 = SteamClient()?(ISteamRemoteStorage *)SteamClient()->GetISteamGenericInterface( SteamAPI_GetHSteamUser(), SteamAPI_GetHSteamPipe(), STEAMREMOTESTORAGE_INTERFACE_VERSION ):NULL;
if ( pRemoteStorage ) { int32 availableBytes, totalBytes = 0; if ( pRemoteStorage->GetQuota( &totalBytes, &availableBytes ) ) { if ( totalBytes > 0 ) { if ( cl_cloud_settings.GetInt() == STEAMREMOTESTORAGE_CLOUD_ON ) { // TODO put MOD dir in pathname
if ( pRemoteStorage->FileWrite( szFileName, configBuff.Base(), configBuff.TellMaxPut() ) ) { 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 ); }
// write the current logo file
char szLogoFileName[MAX_PATH]; Q_strncpy( szLogoFileName, cl_logofile.GetString(), sizeof(szLogoFileName) ); // .vtf file
if ( g_pFileSystem->FileExists( szLogoFileName, "MOD" ) ) { // store logo .VTF file
FileHandle_t hFile = g_pFileSystem->Open( szLogoFileName, "rb", "MOD" ); if ( FILESYSTEM_INVALID_HANDLE != hFile ) { unsigned int unSize = g_pFileSystem->Size( hFile );
byte *pBuffer = (byte*) malloc( unSize ); if ( g_pFileSystem->Read( pBuffer, unSize, hFile ) == unSize ) { Q_SetExtension( g_szDefaultLogoFileName, ".vtf", sizeof(g_szDefaultLogoFileName) ); if ( pRemoteStorage->FileWrite( g_szDefaultLogoFileName, pBuffer, unSize ) ) { DevMsg( "[Cloud]: SUCCEESS saving %s in remote storage\n", g_szDefaultLogoFileName ); } else { DevMsg( "[Cloud]: FAILED saving %s in remote storage\n", g_szDefaultLogoFileName ); } } free( pBuffer ); g_pFileSystem->Close( hFile ); }
// store logo .VMT file
Q_SetExtension( szLogoFileName, ".vmt", sizeof(szLogoFileName) ); hFile = g_pFileSystem->Open( szLogoFileName, "rb", "MOD" ); if ( FILESYSTEM_INVALID_HANDLE != hFile ) { unsigned int unSize = g_pFileSystem->Size( hFile );
byte *pBuffer = (byte*) malloc( unSize ); if ( g_pFileSystem->Read( pBuffer, unSize, hFile ) == unSize ) { Q_SetExtension( g_szDefaultLogoFileName, ".vmt", sizeof(g_szDefaultLogoFileName) ); if ( pRemoteStorage->FileWrite( g_szDefaultLogoFileName, pBuffer, unSize ) ) { DevMsg( "[Cloud]: SUCCEESS saving %s in remote storage\n", g_szDefaultLogoFileName ); } else { DevMsg( "[Cloud]: FAILED saving %s in remote storage\n", g_szDefaultLogoFileName ); } } free( pBuffer ); g_pFileSystem->Close( hFile ); } } } } }
// 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
g_pFileSystem->AsyncWrite( szFileName, 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( void ) { // These defined values can't play nicely with the PC, so we need to ignore them for that build target
#ifdef _X360
// These will act as indices into the array that is returned by the API
enum { XPS_GAMER_DIFFICULTY, XPS_GAMER_ACTION_MOVEMENT_CONTROL, XPS_GAMER_YAXIS_INVERSION, XPS_OPTION_CONTROLLER_VIBRATION, NUM_PROFILE_SETTINGS };
// These are the values we're interested in having returned (must match the indices above)
const DWORD dwSettingIds[ NUM_PROFILE_SETTINGS ] = { XPROFILE_GAMER_DIFFICULTY, XPROFILE_GAMER_ACTION_MOVEMENT_CONTROL, XPROFILE_GAMER_YAXIS_INVERSION, XPROFILE_OPTION_CONTROLLER_VIBRATION };
// Must have a valid primary user by this point
int nPrimaryID = XBX_GetPrimaryUserId();
// First, we call with a NULL pointer and zero size to retrieve the buffer size we'll get back
DWORD dwResultSize = 0; // Must be zero to get the correct size back
XUSER_READ_PROFILE_SETTING_RESULT *pResults = NULL; DWORD dwError = XUserReadProfileSettings( 0, // Family ID (current title)
nPrimaryID, // User ID
NUM_PROFILE_SETTINGS, dwSettingIds, &dwResultSize, pResults, NULL );
// We need this to inform us that it's given us a size back for the buffer
if ( dwError != ERROR_INSUFFICIENT_BUFFER ) return false;
// Now we allocate that buffer and supply it to the call
BYTE *pData = (BYTE *) stackalloc( dwResultSize ); ZeroMemory( pData, dwResultSize );
pResults = (XUSER_READ_PROFILE_SETTING_RESULT *) pData;
dwError = XUserReadProfileSettings( 0, // Family ID (current title)
nPrimaryID, // User ID
NUM_PROFILE_SETTINGS, dwSettingIds, &dwResultSize, pResults, NULL ); // Not overlapped, must be synchronous
// We now have a raw buffer of results
if ( dwError != ERROR_SUCCESS ) return false;
//
// Skill
//
XUSER_PROFILE_SETTING *pSetting = pResults->pSettings + XPS_GAMER_DIFFICULTY; Assert( pSetting->data.type == XUSER_DATA_TYPE_INT32 ); int nSkillSetting = pSetting->data.nData; int nResultSkill = 0; switch( nSkillSetting ) { case XPROFILE_GAMER_DIFFICULTY_NORMAL: nResultSkill = 2; break; case XPROFILE_GAMER_DIFFICULTY_HARD: nResultSkill = 3; break; case XPROFILE_GAMER_DIFFICULTY_EASY: default: nResultSkill = 1; break; }
// 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( szScratch );
//
// Movement control
//
pSetting = pResults->pSettings + XPS_GAMER_ACTION_MOVEMENT_CONTROL; Assert( pSetting->data.type == XUSER_DATA_TYPE_INT32 ); Q_snprintf( szScratch, sizeof(szScratch), "joy_movement_stick %d", ( pSetting->data.nData == XPROFILE_ACTION_MOVEMENT_CONTROL_L_THUMBSTICK ) ? 0 : 1 ); Cbuf_AddText( szScratch ); Q_snprintf( szScratch, sizeof(szScratch), "joy_movement_stick_default %d", ( pSetting->data.nData == XPROFILE_ACTION_MOVEMENT_CONTROL_L_THUMBSTICK ) ? 0 : 1 ); Cbuf_AddText( szScratch ); Cbuf_AddText( "joyadvancedupdate" );
//
// Y-Inversion
//
pSetting = pResults->pSettings + XPS_GAMER_YAXIS_INVERSION; Assert( pSetting->data.type == XUSER_DATA_TYPE_INT32 ); Q_snprintf( szScratch, sizeof(szScratch), "joy_inverty %d", pSetting->data.nData ); Cbuf_AddText( szScratch ); Q_snprintf( szScratch, sizeof(szScratch), "joy_inverty_default %d", pSetting->data.nData ); Cbuf_AddText( szScratch ); //
// Vibration control
//
pSetting = pResults->pSettings + XPS_OPTION_CONTROLLER_VIBRATION; Assert( pSetting->data.type == XUSER_DATA_TYPE_INT32 ); Q_snprintf( szScratch, sizeof(szScratch), "cl_rumblescale %d", ( pSetting->data.nData != 0 ) ? 1 : 0 ); Cbuf_AddText( szScratch );
// Execute all commands we've queued up
Cbuf_Execute(); #endif // _X360
return true; }
//-----------------------------------------------------------------------------
// Purpose: Read our configuration from the 360, filling in defaults on our first run
//-----------------------------------------------------------------------------
void Host_ReadConfiguration_360( void ) { #ifdef _X360
// Exec our defaults on the first pass
if ( g_bConfigCfgExecuted == false ) { // First, we exec our default configuration for the 360
Cbuf_AddText( "exec config.360.cfg game\n" ); Cbuf_Execute(); }
// Can't do any more in this function if we don't have a valid user id
if ( XBX_GetPrimaryUserId() == INVALID_USER_ID ) return;
// Build the config name we're looking for
char strFileName[MAX_PATH]; Q_snprintf( strFileName, sizeof(strFileName), "cfg:/%s_config.cfg", GetCurrentMod() );
bool bStorageDeviceValid = ( XBX_GetStorageDeviceId() != XBX_INVALID_STORAGE_ID && XBX_GetStorageDeviceId() != XBX_STORAGE_DECLINED ); bool bSaveConfig = false;
// Call through normal API function once the content container is opened
if ( CommandLine()->CheckParm( "-forcexboxreconfig" ) || bStorageDeviceValid == false || g_pFileSystem->FileExists( strFileName ) == false ) { // If we've already done this in this session, never do it again (we don't want to stomp their settings under any circumstances)
if ( g_bConfigCfgExecuted == false ) { // Get and set all our default setting we care about from the Xbox
XBX_SetProfileDefaultSettings(); } // Save out what we have
bSaveConfig = true; } else { // Otherwise, exec the user settings stored on the 360
char szCommand[MAX_PATH]; Q_snprintf( szCommand, sizeof( szCommand ), "exec %s_config.cfg x360\n", GetCurrentMod() ); Cbuf_AddText( szCommand ); // Exec the video config as well
Q_snprintf( szCommand, sizeof( szCommand ), "exec video_config.cfg x360\n", GetCurrentMod() ); Cbuf_AddText( szCommand ); Cbuf_Execute(); }
// Mark that we've loaded a config and can now save it
g_bConfigCfgExecuted = true;
if ( bSaveConfig ) { // An ugly hack, but we can probably save this safely
bool saveinit = host_initialized; host_initialized = true; Host_WriteConfiguration_360(); host_initialized = saveinit; } #endif // _X360
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : false -
//-----------------------------------------------------------------------------
void Host_ReadConfiguration() { if ( sv.IsDedicated() ) return;
// Rebind keys and set cvars
if ( !g_pFileSystem ) { Sys_Error( "Host_ReadConfiguration: g_pFileSystem == NULL\n" ); }
// Handle the 360 case
if ( IsX360() ) { Host_ReadConfiguration_360(); return; }
bool saveconfig = false;
ISteamRemoteStorage *pRemoteStorage = SteamClient()?(ISteamRemoteStorage *)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 ( !pRemoteStorage->FileExists( "cfg/config.cfg" ) ) { DevMsg( "[Cloud]: Default setting with remote data non-existent, sync all\n" ); cl_cloud_settings.SetValue( STEAMREMOTESTORAGE_CLOUD_ON ); }
if ( cl_cloud_settings.GetInt() == STEAMREMOTESTORAGE_CLOUD_ON ) { // 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" ); } }
if ( g_pFileSystem->FileExists( "//mod/cfg/config.cfg" ) ) { Cbuf_AddText( "exec config.cfg\n" ); } else { Cbuf_AddText( "exec config_default.cfg\n" ); saveconfig = true; }
Cbuf_Execute();
if ( pRemoteStorage ) { if ( cl_cloud_settings.GetInt() == STEAMREMOTESTORAGE_CLOUD_ON ) { // get logo .VTF file
Q_SetExtension( g_szDefaultLogoFileName, ".vtf", sizeof(g_szDefaultLogoFileName) ); GetFileFromRemoteStorage( pRemoteStorage, g_szDefaultLogoFileName, g_szDefaultLogoFileName );
cl_logofile.SetValue( g_szDefaultLogoFileName );
// get logo .VMT file
Q_SetExtension( g_szDefaultLogoFileName, ".vmt", sizeof(g_szDefaultLogoFileName) ); GetFileFromRemoteStorage( pRemoteStorage, g_szDefaultLogoFileName, g_szDefaultLogoFileName ); } }
// 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(); } else { // Setup new bindings - if we ship an update that requires that every user has a key bound for
// X concommand, SetupNewBindings() will do its best to ensure that a key is bound. We assume
// that kb_def.lst includes any bindings that SetupNewBindings() might include in the case
// that nNumBinds == 0 above.
SetupNewBindings(); }
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();
g_bConfigCfgExecuted = true;
if ( saveconfig ) { // An ugly hack, but we can probably save this safely
bool saveinit = host_initialized; host_initialized = true; Host_WriteConfiguration(); host_initialized = saveinit; } }
CON_COMMAND( host_writeconfig, "Store current settings to config.cfg (or specified .cfg file)." ) { if ( args.ArgC() > 3 ) { ConMsg( "Usage: writeconfig <filename.cfg> [full]\n" ); ConMsg( "<filename.cfg> is required, optionally specify \"full\" to write out all archived convars.\n" ); ConMsg( "By default, only non-default values are written out.\n" ); return; }
if ( args.ArgC() >= 2 ) { bool bWriteAll = ( args.ArgC() == 3 && V_stricmp( args[ 2 ], "full" ) == 0 );
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( va( "%s.cfg", outfile ), bWriteAll ); if ( !bWriteAll ) ConMsg( "Wrote partial config file \"%s\" out, to write full file use host_writeconfig \"%s\" full\n", outfile, outfile ); } else { Host_WriteConfiguration( NULL, true ); } }
#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 ( IsX360() ) { // 360 config is less restrictive and can be anywhere in the game path
f = g_pFileSystem->Open( "//game/cfg/config.360.cfg", "rt" ); } else { 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
};
// 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(); }
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;
Host_AllowQueuedMaterialSystem( false ); // clear structures
#if !defined( SWDS )
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 );
IGameEvent *event = g_GameEventManager.CreateEvent( "server_shutdown" );
if ( event ) { 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(SWDS)
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; }
#if 1
if ( host_framerate.GetFloat() > 0 #if !defined(SWDS)
&& ( CanCheat() || demoplayer->IsPlayingBack() ) #endif
) { float fps = host_framerate.GetFloat(); if ( fps > 1 ) { fps = 1.0f/fps; } host_frametime = fps;
#if !defined(SWDS) && defined( REPLAY_ENABLED )
extern IDemoPlayer *g_pReplayDemoPlayer; if ( demoplayer->IsPlayingBack() && demoplayer == g_pReplayDemoPlayer ) { // adjust time scale if playing back demo
host_frametime *= demoplayer->GetPlaybackTimeScale(); } #endif
host_frametime_unbounded = host_frametime; } else if (host_timescale.GetFloat() > 0 #if !defined(SWDS)
&& ( CanCheat() || demoplayer->IsPlayingBack() ) #endif
) { float fullscale = host_timescale.GetFloat();
#if !defined(SWDS)
if ( demoplayer->IsPlayingBack() ) { // adjust time scale if playing back demo
fullscale *= demoplayer->GetPlaybackTimeScale(); } #endif
host_frametime *= fullscale;
host_frametime_unbounded = host_frametime;
#ifndef NO_TOOLFRAMEWORK
if ( CommandLine()->CheckParm( "-tools" ) == NULL ) { #endif
host_frametime = min( (double)host_frametime, MAX_FRAMETIME * fullscale); #ifndef NO_TOOLFRAMEWORK
} #endif
} else #ifndef NO_TOOLFRAMEWORK
if ( CommandLine()->CheckParm( "-tools" ) != NULL ) { host_frametime_unbounded = host_frametime; } else #endif // !NO_TOOLFRAMEWORK
{ // don't allow really long or short frames
host_frametime_unbounded = host_frametime; host_frametime = min( (double)host_frametime, MAX_FRAMETIME ); host_frametime = max( (double)host_frametime, MIN_FRAMETIME ); } #endif
// Adjust the client clock very slightly to keep it in line with the server clock.
float adj = cl.GetClockDriftMgr().AdjustFrameTime( host_frametime ) - host_frametime; host_frametime += adj; host_frametime_unbounded += adj;
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;
/*
================== Host_PostFrameRate ================== */ void Host_PostFrameRate( float frameTime ) { 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; }
/*
================== 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 i = 0; const ConCommandBase *var;
for ( var = g_pCVar->GetCommands() ; var ; var=var->GetNext() ) { if ( var->IsCommand() ) continue;
const ConVar *pCvar = ( const ConVar * )var;
if ( !pCvar->IsFlagSet( flags ) ) continue;
// It's == to the default value, don't count
if ( nonDefault && !Q_strcasecmp( pCvar->GetDefault(), pCvar->GetString() ) ) continue;
i++; }
return i; }
//-----------------------------------------------------------------------------
// Purpose:
// Input : msg -
//-----------------------------------------------------------------------------
void Host_BuildConVarUpdateMessage( NET_SetConVar *cvarMsg, 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; }
const ConCommandBase *var;
for ( var = g_pCVar->GetCommands() ; var ; var=var->GetNext() ) { if ( var->IsCommand() ) continue;
const ConVar *pCvar = ( const ConVar * )var;
if ( !pCvar->IsFlagSet( flags ) ) continue;
// It's == to the default value, don't count
if ( nonDefault && !Q_strcasecmp( pCvar->GetDefault(), pCvar->GetString() ) ) continue;
NET_SetConVar::cvar_t acvar;
Q_strncpy( acvar.name, pCvar->GetName(), MAX_OSPATH ); Q_strncpy( acvar.value, Host_CleanupConVarStringValue( pCvar->GetString() ), MAX_OSPATH );
cvarMsg->m_ConVars.AddToTail( acvar ); }
// Make sure this count matches original one!!!
Assert( cvarMsg->m_ConVars.Count() == count ); }
#if !defined( SWDS )
// FIXME: move me somewhere more appropriate
void CL_SendVoicePacket(bool bFinal) { #if !defined( NO_VOICE )
if ( !Voice_IsRecording() ) return;
CLC_VoiceData voiceMsg;
// Get whatever compressed data there is and and send it.
char uchVoiceData[2048];
voiceMsg.m_DataOut.StartWriting( uchVoiceData, sizeof(uchVoiceData) );
voiceMsg.m_nLength = Voice_GetCompressedData( uchVoiceData, sizeof(uchVoiceData), bFinal ) * 8;
if( !voiceMsg.m_nLength ) return;
voiceMsg.m_DataOut.SeekToBit( voiceMsg.m_nLength ); // set correct writing position
if ( cl.IsActive() ) { cl.m_NetChannel->SendNetMsg( voiceMsg ); } #endif
}
#if defined ( _X360 )
void CL_ProcessXboxVoiceData() { if ( Audio_GetXVoice() == NULL ) return;
if ( Audio_GetXVoice()->VoiceUpdateData() == true ) { if ( cl.IsActive() ) { Audio_GetXVoice()->VoiceSendData( cl.m_NetChannel ); } } }
#endif
void CL_ProcessVoiceData() { VPROF_BUDGET( "CL_ProcessVoiceData", VPROF_BUDGETGROUP_OTHER_NETWORKING );
#if !defined( NO_VOICE )
Voice_Idle(host_frametime); CL_SendVoicePacket(false); #endif
#if defined ( _X360 )
CL_ProcessXboxVoiceData(); #endif
} #endif
/*
===================== Host_UpdateScreen
Refresh the screen ===================== */ void Host_UpdateScreen( void ) { #ifndef SWDS
#ifdef _DEBUG
if( r_ForceRestore.GetInt() ) { ForceMatSysRestore(); r_ForceRestore.SetValue(0); } #endif // _DEBUG
// Refresh the screen
SCR_UpdateScreen (); #endif
}
/*
==================== Host_UpdateSounds
Update sound subsystem and cd audio ==================== */ void Host_UpdateSounds( void ) { #if !defined( SWDS )
// update audio
if ( cl.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;
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(%.2f) sv(%.2f) cl(%.2f) render(%.2f) snd(%.2f) cl_dll(%.2f) exec(%.2f) ents(%d) ticks(%d)", (int)fps, fs_input, fs_server, fs_client, fs_render, fs_sound, fs_cldll, fs_exec, ent_count, ticks );
#ifndef SWDS
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; 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; 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 sum = 0.0f; int count =0; for ( int j = 0; j < FRAME_HISTORY_COUNT; ++j ) { if ( m_pFrameTimeHistory[ j ] == 0.0f ) continue;
double ft = min( (double)m_pFrameTimeHistory[ j ], 0.25 );
sum += ft; ++count;
}
if ( count <= 1 ) { return; }
double avg = sum / (double)count; double devSquared = 0.0f; for ( int j = 0; j < FRAME_HISTORY_COUNT; ++j ) { if ( m_pFrameTimeHistory[ j ] == 0.0f ) continue;
double ft = min( (double)m_pFrameTimeHistory[ j ], 0.25 );
double dt = ft - avg;
devSquared += ( dt * dt ); }
double variance = devSquared / (double)( count - 1 ); m_flFPSStdDeviationSeconds = sqrt( variance ); }
void Host_Speeds() { g_HostTimes.MarkFrame(); #if !defined(SWDS)
ToClientDemoPlayer( demoplayer )->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 ( cvarNext.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
cvarNext.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 ( !MemAlloc_CrtCheckMemory() ) { 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 ( !MemAlloc_CrtCheckMemory() ) { 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 *pTest = sv.GetMapName(); if ( !pTest || !pTest[0] ) { // possibly at menu
pTest = "nomap"; }
char mapname[ 256 ]; Q_FileBase( pTest, mapname, sizeof( mapname ) ); #if defined( _MEMTEST )
MemAlloc_SetStatsExtraInfo( pTest, "" ); #endif
MemAlloc_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.interval_per_tick = host_state.interval_per_tick; g_ServerGlobalVariables.serverCount = Host_GetServerCount(); #ifndef SWDS
// Client
g_ClientGlobalVariables.realtime = realtime; g_ClientGlobalVariables.framecount = host_framecount; g_ClientGlobalVariables.absoluteframetime = host_frametime; 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 ) { if ( !GetTestScriptMgr()->StartTestScript( pScriptFilename ) ) { Error( "StartTestScript( %s ) failed.", pScriptFilename ); } } }
g_HostTimes.StartFrameSegment( FRAME_SEGMENT_INPUT );
#ifndef SWDS
// 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_RunFrame_Server( bool finaltick ) { VPROF_BUDGET( "_Host_RunFrame_Server", VPROF_BUDGETGROUP_GAME ); VPROF_INCREMENT_COUNTER( "ticks", 1 ); tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "%s", __FUNCTION__ );
// 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 ) { tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "%s %d", __FUNCTION__, numticks );
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 SWDS
VPROF( "_Host_RunFrame_Client" ); tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "%s %d", __FUNCTION__, framefinished );
g_HostTimes.StartFrameSegment( FRAME_SEGMENT_CLIENT );
// Get any current state update from server, etc.
CL_ReadPackets( framefinished );
#if defined( VOICE_OVER_IP )
// Send any enqueued voice data to the server
CL_ProcessVoiceData(); #endif // VOICE_OVER_IP
cl.CheckUpdatingSteamResources(); cl.CheckFileCRCsWithServer();
// Resend connection request if needed.
cl.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();
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 ) { 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 [%d,%d] (was %d).\n", pVar->GetName(), minVal, maxVal, pVar->GetInt() ); pVar->SetValue( clampedValue ); } }
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, -1, 2 ); CheckVarRange_r_rootlod(); CheckVarRange_r_lod(); HandleServerAllowColorCorrection(); }
void _Host_RunFrame_Render() { #ifndef SWDS
VPROF( "_Host_RunFrame_Render" ); tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "_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" ); tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "_Host_RunFrame_Render - UpdateScreen" ); Host_UpdateScreen(); } { VPROF( "_Host_RunFrame_Render - CL_DecayLights" ); tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "_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 **next ) { int c = cl.addangle.Count();
*prev = NULL; *next = NULL;
AddAngle *pentry = NULL; for ( int i = 0; i < c; i++ ) { AddAngle *entry = &cl.addangle[ i ];
*next = entry;
// Time is earlier
if ( t < entry->starttime ) { if ( i == 0 ) { *prev = *next; 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 = *next; pentry = entry; } }
void CL_DiscardOldAddAngleEntries( float t ) { float killtime = t - host_state.interval_per_tick - 0.1f;
for ( int i = 0; i < cl.addangle.Count(); i++ ) { AddAngle *p = &cl.addangle[ i ]; if ( p->starttime <= killtime ) { cl.addangle.Remove( i ); --i; } }
// It's safe to reset the master counter once all the entries decay
if ( cl.addangle.Count() == 0 ) { cl.prevaddangletotal = cl.addangletotal = 0.0f; } }
#ifndef SWDS
void CL_ApplyAddAngle() { tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "%s", __FUNCTION__ );
float curtime = cl.GetTime() - host_state.interval_per_tick;
AddAngle *prev = NULL, *next = NULL; float frac = 0.0f;
float addangletotal = 0.0f;
CL_FindInterpolatedAddAngle( curtime, frac, &prev, &next );
if ( prev && next ) { addangletotal = prev->total + frac * ( next->total - prev->total ); } else { addangletotal = cl.prevaddangletotal; }
float amove = addangletotal - cl.prevaddangletotal;
// Update view angles
cl.viewangles[ 1 ] += amove; // Update client .dll view of angles
g_pClientSidePrediction->SetLocalViewAngles( cl.viewangles );
// Remember last total
cl.prevaddangletotal = addangletotal;
CL_DiscardOldAddAngleEntries( curtime ); } #endif
void _Host_RunFrame_Sound() { #ifndef SWDS
VPROF_BUDGET( "_Host_RunFrame_Sound", VPROF_BUDGETGROUP_OTHER_SOUND );
g_HostTimes.StartFrameSegment( FRAME_SEGMENT_SOUND );
Host_UpdateSounds();
g_HostTimes.EndFrameSegment( FRAME_SEGMENT_SOUND ); #endif
}
float Host_GetSoundDuration( const char *pSample ) { #ifndef SWDS
if (!sv.IsDedicated()) { extern float SV_GetSoundDuration(const char *pSample); extern float AudioSource_GetSoundDuration(CSfxTable *pSfx); int index = cl.LookupSoundIndex(pSample); if (index >= 0) return AudioSource_GetSoundDuration(cl.GetSound(index)); return SV_GetSoundDuration(pSample); } #endif
return 0.0f; }
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_ruofftime: must be running a server\n" ); return; }
if ( sv.IsMultiplayer() ) { ConMsg( "host_ruofftime: 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( _X360 )
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; ISteamClient *pSteamClient = SteamClient(); 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(); }
// 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 SWDS
// Tracker 77931: If the game is paused, then lock the client clock at the previous tick boundary
// (otherwise we'll keep interpolating through the "remainder" time causing the paused characters
// to twitch like they have the shakes)
// TODO: Since this rounds down on the frame we paused, we could see a slight backsliding. We could remember the last "remainder" before pause and re-use it and
// set insimulation == false to be mroe exact. We'd still have to deal with the timing difference between
// when pause/unpause happens on the server versus the client
cl.insimulation = bInSimulation || cl.IsPaused();
// Compute absolute/render time stamp
g_ClientGlobalVariables.curtime = cl.GetTime(); g_ClientGlobalVariables.frametime = cl.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; #define LOG_FRAME_OUTPUT 0
void _Host_RunFrame (float time) { 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( "quit\n" ); } #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
}
// When playing back a VCR file, don't do host_sleep. That way, if it was recorded with
// host_sleep on, it'll play back way Faster.
if ( host_Sleep.GetInt() && VCRGetMode() != VCR_Playback ) { 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(SWDS)
if ( !demoplayer->IsPlaybackPaused() ) #endif
{ host_remainder += host_frametime; }
numticks = 0; // how many ticks we will simulate this frame
if ( host_remainder >= host_state.interval_per_tick ) { 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
// NOTE: alternate ticks only applies in SP!!!
if ( Host_IsSinglePlayerGame() && sv_alternateticks.GetBool() ) { int startTick = g_ServerGlobalVariables.tickcount; int endTick = startTick + numticks; endTick = AlignValue( endTick, 2 ); numticks = endTick - startTick; }
host_remainder -= numticks * host_state.interval_per_tick; }
host_nexttick = host_state.interval_per_tick - host_remainder;
g_pMDLCache->MarkFrame(); }
{ // Profile scope, protect from setjmp() problems
VPROF( "_Host_RunFrame" ); tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "_Host_RunFrame" );
g_HostTimes.StartFrameSegment( FRAME_SEGMENT_CMD_EXECUTE );
// process console commands
Cbuf_Execute ();
// initialize networking for dedicated server after commandline & autoexec.cfg have been parsed
if ( NET_IsDedicated() && !NET_IsMultiplayer() ) NET_SetMutiplayer( true );
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 SWDS
g_ClientGlobalVariables.interpolation_amount = 0.0f;
cl.insimulation = true; #endif
host_frameticks = numticks; host_currentframetick = 0;
#if !defined( SWDS )
// 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 SWDS
if ( !IsEngineThreaded() ) #endif
{ #ifndef SWDS
if ( g_ClientDLL ) { g_ClientDLL->IN_SetSampleTime(host_frametime); } g_ClientGlobalVariables.simTicksThisFrame = 1; #endif
cl.m_tickRemainder = host_remainder; g_ServerGlobalVariables.simTicksThisFrame = 1; cl.SetFrameTime( host_frametime ); 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) );
// initialize networking for dedicated server after commandline & autoexec.cfg have been parsed
if ( NET_IsDedicated() && !NET_IsMultiplayer() ) NET_SetMutiplayer( true );
g_ServerGlobalVariables.tickcount = sv.m_nTickCount; // NOTE: Do we want do this at start or end of this loop?
++host_tickcount; ++host_currentframetick; #ifndef SWDS
g_ClientGlobalVariables.tickcount = cl.GetClientTickCount();
// Make sure state is correct
CL_CheckClientState(); #endif
//-------------------
// input processing
//-------------------
_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 SWDS
if ( !sv.IsDedicated() ) { _Host_RunFrame_Client( bFinalTick ); }
toolframework->Think( bFinalTick ); #endif
host_idealtime += host_state.interval_per_tick; } // run HLTV if active
if ( hltv ) { tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "hltv->RunFrame()" ); hltv->RunFrame(); }
if ( hltvtest ) { tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "hltvtest->RunFrame()" ); hltvtest->RunFrame(); }
#if defined( REPLAY_ENABLED )
// run replay if active
if ( replay ) { replay->RunFrame(); }
// Update server-side replay history manager
if ( sv.IsDedicated() && g_pServerReplayContext && g_pServerReplayContext->IsInitialized() ) { g_pServerReplayContext->Think(); } #endif
#ifndef SWDS
// 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() ) { tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "Host_SetClientInSimulation" );
// 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 );
#if defined( REPLAY_ENABLED )
// Update client-side replay history manager - called here since interpolation_amount is set
if ( g_pClientReplayContext && g_pClientReplayContext->IsInitialized() ) { g_pClientReplayContext->Think(); } #endif
//-------------------
// 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 defined( REPLAY_ENABLED )
// Let the replay system think
if ( g_pReplay ) { g_pReplay->Think(); } #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 SWDS
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) );
// initialize networking for dedicated server after commandline & autoexec.cfg have been parsed
if ( NET_IsDedicated() && !NET_IsMultiplayer() ) NET_SetMutiplayer( true ); 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 ); } // 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() ); }
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() ); pGameJob = new CFunctorJob( CreateFunctor( _Host_RunFrame_Server_Async, serverticks ) ); if ( IsX360() ) { pGameJob->SetServiceThread( g_nServerThread ); } g_pThreadPool->AddJob( pGameJob ); #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 // SWDS
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(); } } else { tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "modelloader->UpdateDynamicModels" ); VPROF( "UpdateDynamicModels" ); CMDLCacheCriticalSection critsec( g_pMDLCache ); modelloader->UpdateDynamicModels(); }
//-------------------
// simulation
//-------------------
g_HostTimes.MarkSwapTime( ); #ifndef SWDS
if ( !sv.IsDedicated() ) { VPROF( "_Host_RunFrame - ClientDLL_Update" ); tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "_Host_RunFrame - ClientDLL_Update" );
// Client-side simulation
g_HostTimes.StartFrameSegment( FRAME_SEGMENT_CLDLL );
ClientDLL_Update();
g_HostTimes.EndFrameSegment( FRAME_SEGMENT_CLDLL ); } #endif
if ( pGameJob ) { { VPROF_BUDGET( "WaitForAsyncServer", "AsyncServer" ); 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(); } } SV_FrameExecuteThreadDeferred(); }
//-------------------
// time
//-------------------
Host_Speeds();
Host_UpdateMapList();
host_framecount++; #if !defined(SWDS)
if ( !demoplayer->IsPlaybackPaused() ) #endif
{ host_time = host_tickcount * host_state.interval_per_tick + cl.m_tickRemainder; }
Host_PostFrameRate( host_frametime );
if ( host_checkheap ) { #ifdef _WIN32
if ( _heapchk() != _HEAPOK ) { Sys_Error( "_Host_RunFrame (bottom): _heapchk() != _HEAPOK\n" ); } #endif
}
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 SWDS
if ( !scr_drawloading && sv.IsActive() && cl.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; } } else #endif
{ g_bThreadedEngine = false; }
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; }
//-----------------------------------------------------------------------------
// A more secure means of enforcing low violence.
//-----------------------------------------------------------------------------
bool IsLowViolence_Secure() { #ifndef DEDICATED
if ( !IsX360() && Steam3Client().SteamApps() ) { // let Steam determine current violence settings
return Steam3Client().SteamApps()->BIsLowViolence(); } else if ( IsX360() ) { // Low violence for the 360 is enabled by the presence of a file.
if ( g_pFileSystem->FileExists( "cfg/violence.cfg" ) ) { return true; } return false; } #endif
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() { 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; }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void Host_CheckGore( void ) { bool bLowViolenceRegistry = false; bool bLowViolenceSecure = false;
//
// 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.
//
if ( GetCurrentMod() && Q_stricmp( GetCurrentMod(), "cstrike" ) != 0 ) bLowViolenceSecure = IsLowViolence_Secure();
//
// If either method says "yes" to low violence, we're in low violence mode.
//
if ( bLowViolenceRegistry || bLowViolenceSecure ) { 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_b3DNow ) { if( MathLib_3DNowEnabled() ) Q_strncat(szFeatureString, "3DNow ", sizeof( szFeatureString ), COPY_ALL_CHARACTERS ); else Q_strncat(szFeatureString, "(3DNow) ", 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 ) { if (cl.m_nSignonState >= SIGNONSTATE_NEW) { // the server count cannot be relied on until the server info message
// the new state guarantees its validity
return cl.m_nServerCount; } else 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 Host_PostInit() { if ( serverGameDLL ) { serverGameDLL->PostInit(); }
#if !defined( SWDS )
if ( g_ClientDLL ) { g_ClientDLL->PostInit(); }
toolframework->PostInit();
if ( !sv.IsDedicated() ) { // vgui needs other systems to finalize
EngineVGui()->PostInit(); }
#if defined( LINUX )
const char en_US[] = "en_US.UTF-8"; const char *CurrentLocale = setlocale( LC_ALL, NULL ); if ( !CurrentLocale ) CurrentLocale = "c"; if ( Q_stricmp( CurrentLocale, en_US ) ) { char MessageText[ 512 ];
V_sprintf_safe( MessageText, "SetLocale('%s') failed. Using '%s'.\n" "You may have limited glyph support.\n" "Please install '%s' locale.", en_US, CurrentLocale, en_US ); SDL_ShowSimpleMessageBox( 0, "Warning", MessageText, GetAssertDialogParent() ); } #endif // LINUX
#endif
}
void HLTV_Init() { Assert ( hltv == NULL ); Assert ( hltvtest == NULL ); }
void HLTV_Shutdown() { if ( hltv ) { hltv->Shutdown(); delete hltv; hltv = NULL; }
if ( hltvtest ) { delete hltvtest; hltvtest = NULL; } }
// Check with steam to see if the requested file (requires full path) is a valid, signed binary
bool DLL_LOCAL Host_IsValidSignature( const char *pFilename, bool bAllowUnknown ) { #if defined( SWDS ) || defined(_X360)
return true; #else
if ( sv.IsDedicated() || IsOSX() || IsLinux() ) { // dedicated servers and Mac and Linux binaries don't check signatures
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 ) { Warning( "CheckFileSignature API call on %s failed", pFilename ); } else { CheckFileSignature_t result; Steam3Client().SteamUtils()->GetAPICallResult( hAPICall, &result, sizeof(result), result.k_iCallback, &bAPICallFailed ); if( bAPICallFailed ) { Warning( "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; Warning( "No valid signature found for %s\n", pFilename ); } } } }
return false; #endif // SWDS
}
// 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
bool DLL_LOCAL Host_AllowLoadModule( const char *pFilename, const char *pPathID, bool bAllowUnknown, bool bIsServerOnly /* = false */ ) { #if defined( SWDS ) || defined ( OSX ) || defined( LINUX )
// dedicated servers and Mac and Linux binaries don't check signatures
return true; #else
if ( sv.IsDedicated() || bIsServerOnly ) { // dedicated servers and Mac binaries don't check signatures
return true; } else { // check signature
bool bSignatureIsValid = false;
// Do we need to do the signature checking? If secure servers are disabled, just skip it.
if ( Host_IsSecureServerAllowed() ) { if ( Steam3Client().SteamUtils() ) { char szDllname[512];
V_strncpy( szDllname, pFilename, sizeof(szDllname) ); V_SetExtension( szDllname, g_pModuleExtension, sizeof(szDllname) ); if ( pPathID ) { char szFullPath[ 512 ]; const char *pFullPath = g_pFileSystem->RelativePathToFullPath( szDllname, pPathID, szFullPath, sizeof(szFullPath) ); if ( !pFullPath ) { Warning("Can't find %s on disk\n", szDllname ); bSignatureIsValid = false; } else { bSignatureIsValid = Host_IsValidSignature( pFullPath, bAllowUnknown ); } } else { bSignatureIsValid = Host_IsValidSignature( szDllname, bAllowUnknown ); } } else { Warning("Steam is not active, running in -insecure mode.\n"); Host_DisallowSecureServers(); } } else { Warning("Loading unsigned module %s\nAccess to secure servers is disabled.\n", pFilename ); return true; }
return bSignatureIsValid; } #endif // SWDS
}
bool DLL_LOCAL Host_IsSecureServerAllowed() { if ( CommandLine()->FindParm( "-insecure" ) || CommandLine()->FindParm( "-textmode" ) ) g_bAllowSecureServers = false;
return g_bAllowSecureServers; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void Host_Init( bool bDedicated ) { realtime = 0; host_idealtime = 0;
#if defined(_WIN32)
if ( CommandLine()->FindParm( "-pme" ) ) { s_bInitPME = true; } #endif
if ( Host_IsSecureServerAllowed() ) { // double check the engine's signature in case it was hooked/modified
if ( !Host_AllowLoadModule( "engine" DLL_EXT_STRING, "EXECUTABLE_PATH", false, bDedicated ) ) { // not supposed to load this but we will anyway
Host_DisallowSecureServers(); } }
ThreadPoolStartParams_t startParams; if ( IsX360() ) { // 360 overrides defaults, 2 computation threads distributed to core 1 and 2
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; ThreadSetAffinity( NULL, 1 ); } if ( g_pThreadPool ) g_pThreadPool->Start( startParams, "CmpJob" );
// 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();
TRACEINIT( Memory_Init(), Memory_Shutdown() );
TRACEINIT( Con_Init(), Con_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 SWDS
TRACEINIT( V_Init(), V_Shutdown() ); #endif
TRACEINIT( COM_Init(), COM_Shutdown() );
#ifndef SWDS
TRACEINIT( saverestore->Init(), saverestore->Shutdown() ); #endif
TRACEINIT( Filter_Init(), Filter_Shutdown() );
#ifndef SWDS
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
// Should have read info from steam.inf by now.
Assert( GetSteamInfIDVersionInfo().AppID != k_uAppIdInvalid );
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(); }
TRACEINIT( NET_Init( bDedicated ), NET_Shutdown() );
TRACEINIT( g_GameEventManager.Init(), g_GameEventManager.Shutdown() );
TRACEINIT( sv.Init( bDedicated ), sv.Shutdown() );
#if defined( REPLAY_ENABLED )
if ( Replay_IsSupportedModAndPlatform() ) { TRACEINIT( ReplaySystem_Init( bDedicated ), ReplaySystem_Shutdown() ); } #endif
if ( !CommandLine()->FindParm( "-nogamedll" ) ) { SV_InitGameDLL(); }
TRACEINIT( g_Log.Init(), g_Log.Shutdown() );
TRACEINIT( HLTV_Init(), HLTV_Shutdown() );
ConDMsg( "Heap: %5.2f Mb\n", host_parms.memsize/(1024.0f*1024.0f) );
#if !defined( SWDS )
if ( !bDedicated ) { TRACEINIT( CL_Init(), CL_Shutdown() );
// NOTE: This depends on the mod search path being set up
TRACEINIT( InitMaterialSystem(), ShutdownMaterialSystem() );
TRACEINIT( modelloader->Init(), modelloader->Shutdown() );
TRACEINIT( StaticPropMgr()->Init(), StaticPropMgr()->Shutdown() );
TRACEINIT( InitStudioRender(), ShutdownStudioRender() );
//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( Decal_Init(), Decal_Shutdown() );
cl.m_nSignonState = SIGNONSTATE_NONE; // disable client
}
#ifndef SWDS
Host_ReadConfiguration(); TRACEINIT( S_Init(), S_Shutdown() ); #endif
// Execute valve.rc
Cbuf_AddText( "exec valve.rc\n" );
#if defined( REPLAY_ENABLED )
// Execute replay.cfg if this is TF and they want to use the replay system
if ( Replay_IsSupportedModAndPlatform() && CommandLine()->CheckParm( "-replay" ) ) { const char *pConfigName = CommandLine()->ParmValue( "-replay", "replay.cfg" ); Cbuf_AddText( va( "exec %s\n", pConfigName ) ); } #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( "exec modsettings.cfg mod\n" ); }
// Mark DLL as active
// eng->SetNextState( InEditMode() ? IEngine::DLL_PAUSED : IEngine::DLL_ACTIVE );
// Deal with Gore Settings
Host_CheckGore();
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" ) ) { 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 ); } }
#ifndef SWDS
// Rebuild audio caches
if ( !sv.IsDedicated() && S_IsInitted() ) { if ( !MapReslistGenerator().IsEnabled() ) { // only build caches if we aren't' generating reslists (you need reslists to make the caches)
extern void CheckCacheBuild(); CheckCacheBuild(); } } #endif
Host_PostInit(); EndLoadingUpdates( ); CMatRenderContextPtr pRenderContext( g_pMaterialSystem ); pRenderContext->SetNonInteractiveTempFullscreenBuffer( NULL, MATERIAL_NON_INTERACTIVE_MODE_STARTUP ); pRenderContext->SetNonInteractivePacifierTexture( NULL, 0, 0, 0 ); }
//-----------------------------------------------------------------------------
// 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.
//-----------------------------------------------------------------------------
void AddTransitionResources( CSaveRestoreData *pSaveData, const char *pLevelName, const char *pLandmarkName ) { if ( !IsX360() || ( g_pFileSystem->GetDVDMode() != DVDMODE_STRICT ) ) { return; }
// get the bit marked for the next level
int transitionMask = 0; for ( int i = 0; i < pSaveData->levelInfo.connectionCount; i++ ) { if ( !Q_stricmp( pLevelName, pSaveData->levelInfo.levelList[i].mapName ) && !Q_stricmp( 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 ); } } } }
bool Host_Changelevel( bool loadfromsavedgame, const char *mapname, const char *start ) { char _startspot[MAX_QPATH]; char *startspot; char oldlevel[MAX_PATH]; #if !defined(SWDS)
CSaveRestoreData *pSaveData = NULL; #endif
bool bTransitionBySave = false;
if ( !sv.IsActive() ) { ConMsg("Only the server may changelevel\n"); return false; }
#ifndef SWDS
// FIXME: Even needed?
if ( demoplayer->IsPlayingBack() ) { ConMsg("Changelevel invalid during demo playback\n"); SCR_EndLoadingPlaque(); return false; }
#endif
#ifndef SWDS
SCR_BeginLoadingPlaque();
// stop sounds (especially looping!)
S_StopAllSounds(true); #endif
// Prepare new level
sv.InactivateClients();
// The qualified name of the map, excluding path/extension
char szMapName[MAX_PATH] = { 0 }; // The file to load the map from.
char szMapFile[MAX_PATH] = { 0 }; Q_strncpy( szMapName, mapname, sizeof( szMapName ) ); Host_DefaultMapFileName( szMapName, szMapFile, sizeof( szMapFile ) );
// Ask serverDLL to prepare this load
if ( g_iServerGameDLLVersion >= 10 ) { serverGameDLL->PrepareLevelResources( szMapName, sizeof( szMapName ), szMapFile, sizeof( szMapFile ) ); }
if ( !modelloader->Map_IsValid( szMapFile ) ) { #ifndef SWDS
SCR_EndLoadingPlaque(); #endif
// We have already inactivated clients at this point due to PrepareLevelResources being blocking, false alarm,
// tell them to reconnect (which doesn't mean full reconnect, just start rejoining the map)
//
// In the likely case that the game DLL tries another map this is harmless, they'll wait on the game server in
// the connect process if its in another level change by time they get there.
sv.ReconnectClients(); return false; }
// If changing from the same map to the same map, optimize by not closing and reopening
// the packfile which is embedded in the .bsp; we do this by incrementing the packfile's
// refcount via BeginMapAccess()/EndMapAccess() through the base filesystem API.
struct LocalMapAccessScope { LocalMapAccessScope() : bEnabled( false ) { } ~LocalMapAccessScope() { if ( bEnabled ) g_pFileSystem->EndMapAccess(); } bool bEnabled; };
LocalMapAccessScope mapscope; if ( V_strcmp( sv.GetMapName(), szMapName ) == 0 ) { g_pFileSystem->BeginMapAccess(); mapscope.bEnabled = true; }
g_pFileSystem->AsyncFinishAll();
if ( !start ) startspot = NULL; else { Q_strncpy (_startspot, start, sizeof( _startspot ) ); startspot = _startspot; }
Warning( "---- Host_Changelevel ----\n" ); CheckForFlushMemory( sv.GetMapName(), szMapName );
#if !defined( SWDS )
// Always save as an xsave if we're on the X360
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 ) );
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, szMapName, startspot ) ) { Warning( "Failed to save data for transition\n" ); SCR_EndLoadingPlaque(); return false; }
// 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(SWDS)
if ( loadfromsavedgame ) { if ( !bTransitionBySave ) { // save the current level's state
saverestore->SaveGameState( true, &pSaveData );
if ( !pSaveData ) { Warning( "Failed to save data for transition\n" ); SCR_EndLoadingPlaque(); return false; } }
// ensure resources in the transition volume stay
AddTransitionResources( pSaveData, szMapName, startspot ); } #endif
g_pServerPluginHandler->LevelShutdown();
#if !defined(SWDS)
audiosourcecache->LevelShutdown(); #endif
#if !defined(SWDS)
saverestore->FinishAsyncSave(); #endif
if ( sv.RestartOnLevelChange() ) { Cbuf_Clear(); Cbuf_AddText( "quit\n" ); return false; }
DownloadListGenerator().OnLevelLoadStart( szMapName );
if ( !sv.SpawnServer( szMapName, szMapFile, startspot ) ) { #ifndef SWDS
SCR_EndLoadingPlaque(); #endif
return false; }
#ifndef SWDS
if ( loadfromsavedgame ) { if ( !bTransitionBySave ) { // Finish saving gamestate
saverestore->Finish( pSaveData ); }
g_ServerGlobalVariables.curtime = sv.GetTime();
audiosourcecache->LevelInit( szMapName ); g_pServerPluginHandler->LevelInit( szMapName, 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(SWDS)
audiosourcecache->LevelInit( szMapName ); #endif
g_pServerPluginHandler->LevelInit( szMapName, CM_EntityString(), NULL, NULL, false, false ); }
SV_ActivateServer();
#if !defined(SWDS)
// 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 ); #endif
NotifyDedicatedServerUI("UpdateMap");
DownloadListGenerator().OnLevelLoadEnd();
return true; }
/*
===============================================================================
SERVER TRANSITIONS
=============================================================================== */ bool Host_NewGame( char *mapName, bool loadGame, bool bBackgroundLevel, const char *pszOldMap, const char *pszLandmark, bool bOldSave ) { VPROF( "Host_NewGame" ); COM_TimestampedLog( "Host_NewGame" );
char previousMapName[MAX_PATH] = { 0 }; Q_strncpy( previousMapName, host_map.GetString(), sizeof( previousMapName ) );
#ifndef SWDS
SCR_BeginLoadingPlaque(); #endif
// The qualified name of the map, excluding path/extension
char szMapName[MAX_PATH] = { 0 }; // The file to load the map from.
char szMapFile[MAX_PATH] = { 0 }; Q_strncpy( szMapName, mapName, sizeof( szMapName ) ); Host_DefaultMapFileName( szMapName, szMapFile, sizeof( szMapFile ) );
// Steam may not have been started yet, ensure it is available to the game DLL before we ask it to prepare level
// resources
SV_InitGameServerSteam();
// Ask serverDLL to prepare this load
if ( g_iServerGameDLLVersion >= 10 ) { serverGameDLL->PrepareLevelResources( szMapName, sizeof( szMapName ), szMapFile, sizeof( szMapFile ) ); }
if ( !modelloader->Map_IsValid( szMapFile ) ) { #ifndef SWDS
SCR_EndLoadingPlaque(); #endif
return false; }
DevMsg( "---- Host_NewGame ----\n" ); host_map.SetValue( szMapName );
CheckForFlushMemory( previousMapName, szMapName );
if (MapReslistGenerator().IsEnabled()) { // uncache all the materials, so their files get referenced again for the reslists
// undone for now, since we're just trying to get a global reslist, not per-map accurate
// materials->UncacheAllMaterials();
MapReslistGenerator().OnLevelLoadStart(szMapName); // cache 'em back in!
// materials->CacheUsedMaterials();
} DownloadListGenerator().OnLevelLoadStart(szMapName);
if ( !loadGame ) { VPROF( "Host_NewGame_HostState_RunGameInit" ); HostState_RunGameInit(); }
// init network mode
VPROF_SCOPE_BEGIN( "Host_NewGame_SpawnServer" );
NET_SetMutiplayer( sv.IsMultiplayer() );
NET_ListenSocket( sv.m_Socket, true ); // activated server TCP socket
// let's not have any servers with no name
if ( host_name.GetString()[0] == 0 ) { host_name.SetValue( serverGameDLL->GetGameDescription() ); }
if ( !sv.SpawnServer ( szMapName, szMapFile, NULL ) ) { return false; }
sv.m_bIsLevelMainMenuBackground = bBackgroundLevel;
VPROF_SCOPE_END();
// make sure the time is set
g_ServerGlobalVariables.curtime = sv.GetTime();
COM_TimestampedLog( "serverGameDLL->LevelInit" );
#ifndef SWDS
EngineVGui()->UpdateProgressBar(PROGRESS_LEVELINIT);
audiosourcecache->LevelInit( szMapName ); #endif
g_pServerPluginHandler->LevelInit( szMapName, CM_EntityString(), pszOldMap, pszLandmark, loadGame && !bOldSave, bBackgroundLevel );
if ( loadGame && !bOldSave ) { 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" );
char str[512]; Q_snprintf( str, sizeof( str ), "connect localhost:%d listenserver", sv.GetUDPPort() ); Cbuf_AddText( str ); } else { // Dedicated server triggers map load here.
GetTestScriptMgr()->CheckPoint( "FinishedMapLoad" ); }
#ifndef SWDS
if ( !loadGame || bOldSave ) { // 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 ) { bool bNeedsPurge = false;
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 SWDS
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 ); bNeedsPurge = server && true; }
// Unload and reset dynamic models
if ( server ) { extern IVModelInfo* modelinfo; modelinfo->OnLevelChange(); } #ifndef SWDS
else { extern IVModelInfoClient* modelinfoclient; modelinfoclient->OnLevelChange(); } #endif
modelloader->UnloadUnreferencedModels();
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() ) 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) { extern void ShutdownMixerControls();
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;
phonehome->Message( IPhoneHome::PHONE_MSG_ENGINEEND, NULL ); phonehome->Shutdown();
#ifndef SWDS
// Store active configuration settings
Host_WriteConfiguration(); #endif
// Disconnect from server
Host_Disconnect(true);
#ifndef SWDS
// keep ConMsg from trying to update the screen
scr_disabled_for_loading = true; #endif
#if defined VOICE_OVER_IP && !defined SWDS && !defined( NO_VOICE ) //!defined(_XBOX)
Voice_Deinit(); #endif // VOICE_OVER_IP
// TODO, Trace this
CM_FreeMap();
host_initialized = false;
#if defined(VPROF_ENABLED)
VProfRecord_Shutdown(); #endif
#if !defined SWDS
if ( !sv.IsDedicated() ) { TRACESHUTDOWN( Decal_Shutdown() );
TRACESHUTDOWN( R_Shutdown() );
TRACESHUTDOWN( SCR_Shutdown() );
TRACESHUTDOWN( S_Shutdown() );
TRACESHUTDOWN( ClientDLL_Shutdown() );
TRACESHUTDOWN( TextMessageShutdown() );
TRACESHUTDOWN( EngineVGui()->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
{ TRACESHUTDOWN( Decal_Shutdown() );
TRACESHUTDOWN( modelloader->Shutdown() );
TRACESHUTDOWN( ShutdownStudioRender() );
TRACESHUTDOWN( StaticPropMgr()->Shutdown() );
TRACESHUTDOWN( ShutdownMaterialSystem() ); }
#if defined( REPLAY_ENABLED )
if ( Replay_IsSupportedModAndPlatform() ) { TRACESHUTDOWN( ReplaySystem_Shutdown() ); } #endif
TRACESHUTDOWN( HLTV_Shutdown() );
TRACESHUTDOWN( g_Log.Shutdown() ); TRACESHUTDOWN( g_GameEventManager.Shutdown() );
TRACESHUTDOWN( sv.Shutdown() );
TRACESHUTDOWN( NET_Shutdown() );
#ifndef SWDS
TRACESHUTDOWN( Key_Shutdown() ); #ifndef _X360
TRACESHUTDOWN( ShutdownMixerControls() ); #endif
#endif
TRACESHUTDOWN( Filter_Shutdown() );
#ifndef SWDS
TRACESHUTDOWN( saverestore->Shutdown() ); #endif
TRACESHUTDOWN( COM_Shutdown() );
// TRACESHUTDOWN( Host_ShutdownVCR() );
#ifndef SWDS
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
return false; }
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