cvar_t timestamps = {CVAR_SAVE, "timestamps", "0", "prints timestamps on console messages"};
cvar_t timeformat = {CVAR_SAVE, "timeformat", "[%Y-%m-%d %H:%M:%S] ", "time format to use on timestamped console messages"};
+cvar_t sv_checkforpacketsduringsleep = {0, "sv_checkforpacketsduringsleep", "0", "uses select() function to wait between frames which can be interrupted by packets being received, instead of Sleep()/usleep()/SDL_Sleep() functions which do not check for packets"};
+
/*
================
Host_AbortCurrentFrame
Cvar_RegisterVariable (×tamps);
Cvar_RegisterVariable (&timeformat);
+
+ Cvar_RegisterVariable (&sv_checkforpacketsduringsleep);
}
static double time2 = 0;
static double time3 = 0;
// these are static because of setjmp/longjmp warnings in mingw32 gcc 2.95.3
- static double frameoldtime, framenewtime, frametime, cl_timer, sv_timer;
+ static double frameoldtime, framenewtime, framedeltatime, cl_timer, sv_timer;
+ double clframetime;
+ double wait;
+ int pass1, pass2, pass3;
Host_Init();
frameoldtime = framenewtime;
framenewtime = Sys_DoubleTime();
- frametime = framenewtime - frameoldtime;
- realtime += frametime;
-
- // if there is some time remaining from last frame, rest the timers
- if (cl_timer >= 0)
- cl_timer = 0;
- if (sv_timer >= 0)
- sv_timer = 0;
+ framedeltatime = framenewtime - frameoldtime;
+ realtime += framedeltatime;
// accumulate the new frametime into the timers
- cl_timer += frametime;
- sv_timer += frametime;
+ cl_timer += framedeltatime;
+ sv_timer += framedeltatime;
if (slowmo.value < 0)
Cvar_SetValue("slowmo", 0);
if (cl_maxfps.value < 1)
Cvar_SetValue("cl_maxfps", 1);
- // if the accumulators haven't become positive yet, keep waiting
- if (!cls.timedemo && cl_timer <= 0 && sv_timer <= 0)
- {
- double wait;
- int msleft;
- if (cls.state == ca_dedicated)
- wait = sv_timer;
- else if (!sv.active)
- wait = cl_timer;
- else
- wait = max(cl_timer, sv_timer);
- msleft = (int)floor(wait * -1000.0);
- if (msleft >= 1)
- Sys_Sleep(msleft);
- continue;
- }
-
// keep the random time dependent
if(!*sv_random_seed.string)
rand();
// get new key events
Sys_SendKeyEvents();
+ NetConn_UpdateSockets();
+
+ // receive packets on each main loop iteration, as the main loop may
+ // be undersleeping due to select() detecting a new packet
+ if (sv.active)
+ NetConn_ServerFrame();
+
+ Curl_Run();
+
+ // check for commands typed to the host
+ Host_GetConsoleCommands();
+
// when a server is running we only execute console commands on server frames
// (this mainly allows frikbot .way config files to work properly by staying in sync with the server qc)
// otherwise we execute them on all frames
Cbuf_Execute();
}
- NetConn_UpdateSockets();
+ //Con_Printf("%6.0f %6.0f\n", cl_timer * 1000000.0, sv_timer * 1000000.0);
- Curl_Run();
+ // if the accumulators haven't become positive yet, wait a while
+ if (cls.state == ca_dedicated)
+ wait = sv_timer * -1000000.0;
+ else if (!sv.active)
+ wait = cl_timer * -1000000.0;
+ else
+ wait = max(cl_timer, sv_timer) * -1000000.0;
+ if (wait > 100000)
+ wait = 100000;
+ if (!cls.timedemo && wait > 0)
+ {
+ if (sv_checkforpacketsduringsleep.integer)
+ {
+ if (wait >= 1)
+ NetConn_SleepMicroseconds((int)wait);
+ }
+ else
+ {
+ if (wait >= 1000)
+ Sys_Sleep((int)wait / 1000);
+ }
+ continue;
+ }
//-------------------
//
//
//-------------------
- // check for commands typed to the host
- Host_GetConsoleCommands();
+ // limit the frametime steps to no more than 100ms each
+ if (cl_timer > 0.1)
+ cl_timer = 0.1;
+ if (sv_timer > 0.1)
+ sv_timer = 0.1;
- if (sv_timer > 0)
+ if (sv.active && sv_timer > 0)
{
- if (!sv.active)
+ // execute one or more server frames, with an upper limit on how much
+ // execution time to spend on server frames to avoid freezing the game if
+ // the server is overloaded, this execution time limit means the game will
+ // slow down if the server is taking too long.
+ int framecount, framelimit = 1;
+ double advancetime, aborttime = 0;
+
+ // run the world state
+ // don't allow simulation to run too fast or too slow or logic glitches can occur
+
+ // stop running server frames if the wall time reaches this value
+ if (sys_ticrate.value <= 0)
+ advancetime = sv_timer;
+ else if (cl.islocalgame && !sv_fixedframeratesingleplayer.integer)
{
- // if there is no server, run server timing at 10fps
- sv_timer -= 0.1;
+ // synchronize to the client frametime, but no less than 10ms and no more than sys_ticrate
+ advancetime = bound(0.01, cl_timer, sys_ticrate.value);
+ framelimit = 10;
+ aborttime = Sys_DoubleTime() + 0.1;
}
else
{
- // execute one or more server frames, with an upper limit on how much
- // execution time to spend on server frames to avoid freezing the game if
- // the server is overloaded, this execution time limit means the game will
- // slow down if the server is taking too long.
- int framecount, framelimit = 1;
- double advancetime, aborttime = 0;
-
- // receive server packets now, which might contain rcon commands, which
- // may change level or other such things we don't want to have happen in
- // the middle of Host_Frame
- NetConn_ServerFrame();
-
- // run the world state
- // don't allow simulation to run too fast or too slow or logic glitches can occur
-
- // stop running server frames if the wall time reaches this value
- if (sys_ticrate.value <= 0)
- advancetime = sv_timer;
- else if (cl.islocalgame && !sv_fixedframeratesingleplayer.integer)
+ advancetime = sys_ticrate.value;
+ // listen servers can run multiple server frames per client frame
+ if (cls.state == ca_connected)
{
- // synchronize to the client frametime, but no less than 10ms and no more than sys_ticrate
- advancetime = bound(0.01, cl_timer, sys_ticrate.value);
framelimit = 10;
aborttime = Sys_DoubleTime() + 0.1;
}
- else
- {
- advancetime = sys_ticrate.value;
- // listen servers can run multiple server frames per client frame
- if (cls.state == ca_connected)
- {
- framelimit = 10;
- aborttime = Sys_DoubleTime() + 0.1;
- }
- }
- advancetime = min(advancetime, 0.1);
+ }
+ advancetime = min(advancetime, 0.1);
- // only advance time if not paused
- // the game also pauses in singleplayer when menu or console is used
- sv.frametime = advancetime * slowmo.value;
- if (host_framerate.value)
- sv.frametime = host_framerate.value;
- if (sv.paused || (cl.islocalgame && (key_dest != key_game || key_consoleactive)))
- sv.frametime = 0;
+ // only advance time if not paused
+ // the game also pauses in singleplayer when menu or console is used
+ sv.frametime = advancetime * slowmo.value;
+ if (host_framerate.value)
+ sv.frametime = host_framerate.value;
+ if (sv.paused || (cl.islocalgame && (key_dest != key_game || key_consoleactive)))
+ sv.frametime = 0;
- // setup the VM frame
- SV_VM_Begin();
+ // setup the VM frame
+ SV_VM_Begin();
- for (framecount = 0;framecount < framelimit && sv_timer > 0;framecount++)
- {
- sv_timer -= advancetime;
+ for (framecount = 0;framecount < framelimit && sv_timer > 0;framecount++)
+ {
+ sv_timer -= advancetime;
- // move things around and think unless paused
- if (sv.frametime)
- SV_Physics();
+ // move things around and think unless paused
+ if (sv.frametime)
+ SV_Physics();
- // send all messages to the clients
- SV_SendClientMessages();
+ // send all messages to the clients
+ SV_SendClientMessages();
- // clear the general datagram
- SV_ClearDatagram();
+ // clear the general datagram
+ SV_ClearDatagram();
- // if this server frame took too long, break out of the loop
- if (framelimit > 1 && Sys_DoubleTime() >= aborttime)
- break;
- }
+ // if this server frame took too long, break out of the loop
+ if (framelimit > 1 && Sys_DoubleTime() >= aborttime)
+ break;
+ }
- // end the server VM frame
- SV_VM_End();
+ // end the server VM frame
+ SV_VM_End();
- // send an heartbeat if enough time has passed since the last one
- NetConn_Heartbeat(0);
- }
+ // send an heartbeat if enough time has passed since the last one
+ NetConn_Heartbeat(0);
}
//-------------------
//
//-------------------
- if (cl_timer > 0 || cls.timedemo)
+ if (cls.state != ca_dedicated && (cl_timer > 0 || cls.timedemo))
{
- if (cls.state == ca_dedicated)
+ // decide the simulation time
+ if (cls.capturevideo.active)
{
- // if there is no client, run client timing at 10fps
- cl_timer -= 0.1;
- if (host_speeds.integer)
- time1 = time2 = Sys_DoubleTime();
+ if (cls.capturevideo.realtime)
+ clframetime = cl.realframetime = max(cl_timer, 1.0 / cls.capturevideo.framerate);
+ else
+ {
+ clframetime = 1.0 / cls.capturevideo.framerate;
+ cl.realframetime = max(cl_timer, clframetime);
+ }
}
+ else if (vid_activewindow)
+ clframetime = cl.realframetime = max(cl_timer, 1.0 / cl_maxfps.value);
else
- {
- double frametime;
- frametime = cl.realframetime = min(cl_timer, 1);
+ clframetime = cl.realframetime = 0.1;
- // decide the simulation time
- if (!cls.timedemo)
- {
- if (cls.capturevideo.active)
- {
- if (cls.capturevideo.realtime)
- frametime = cl.realframetime = max(cl.realframetime, 1.0 / cls.capturevideo.framerate);
- else
- {
- frametime = 1.0 / cls.capturevideo.framerate;
- cl.realframetime = max(cl.realframetime, frametime);
- }
- }
- else if (vid_activewindow)
- frametime = cl.realframetime = max(cl.realframetime, 1.0 / cl_maxfps.value);
- else
- frametime = cl.realframetime = 0.1;
-
- // deduct the frame time from the accumulator
- cl_timer -= cl.realframetime;
-
- // apply slowmo scaling
- frametime *= slowmo.value;
-
- // host_framerate overrides all else
- if (host_framerate.value)
- frametime = host_framerate.value;
- }
+ // apply slowmo scaling
+ clframetime *= slowmo.value;
- cl.oldtime = cl.time;
- cl.time += frametime;
+ // host_framerate overrides all else
+ if (host_framerate.value)
+ clframetime = host_framerate.value;
- // Collect input into cmd
- CL_Input();
+ if (cls.timedemo)
+ clframetime = cl.realframetime = cl_timer;
- NetConn_ClientFrame();
+ // deduct the frame time from the accumulator
+ cl_timer -= cl.realframetime;
- if (cls.state == ca_connected)
- {
- CL_ReadFromServer();
- // if running the server remotely, send intentions now after
- // the incoming messages have been read
- //if (!cl.islocalgame)
- // CL_SendCmd();
- }
+ cl.oldtime = cl.time;
+ cl.time += clframetime;
- // update video
- if (host_speeds.integer)
- time1 = Sys_DoubleTime();
+ // Collect input into cmd
+ CL_Input();
- //ui_update();
+ NetConn_ClientFrame();
- CL_VideoFrame();
+ if (cls.state == ca_connected)
+ {
+ CL_ReadFromServer();
+ // if running the server remotely, send intentions now after
+ // the incoming messages have been read
+ //if (!cl.islocalgame)
+ // CL_SendCmd();
+ }
- CL_UpdateScreen();
+ // update video
+ if (host_speeds.integer)
+ time1 = Sys_DoubleTime();
- if (host_speeds.integer)
- time2 = Sys_DoubleTime();
+ //ui_update();
- // update audio
- if(csqc_usecsqclistener)
- {
- S_Update(&csqc_listenermatrix);
- csqc_usecsqclistener = false;
- }
- else
- S_Update(&r_view.matrix);
+ CL_VideoFrame();
+
+ CL_UpdateScreen();
+
+ if (host_speeds.integer)
+ time2 = Sys_DoubleTime();
- CDAudio_Update();
+ // update audio
+ if(csqc_usecsqclistener)
+ {
+ S_Update(&csqc_listenermatrix);
+ csqc_usecsqclistener = false;
}
+ else
+ S_Update(&r_view.matrix);
+
+ CDAudio_Update();
if (host_speeds.integer)
{
- int pass1, pass2, pass3;
pass1 = (int)((time1 - time3)*1000000);
time3 = Sys_DoubleTime();
pass2 = (int)((time2 - time1)*1000000);
}
}
+ // if there is some time remaining from this frame, reset the timers
+ if (cl_timer >= 0)
+ cl_timer = 0;
+ if (sv_timer >= 0)
+ sv_timer = 0;
+
host_framecount++;
}
}