double CL_Frame (double time)
{
static double clframetime;
+ static double cl_timer = 0;
static double time1 = 0, time2 = 0, time3 = 0;
- static double wait;
+ static double wait;
int pass1, pass2, pass3;
- // limit the frametime steps to no more than 100ms each
- if (time > 0.1)
- time = 0.1;
+ CL_VM_PreventInformationLeaks();
+
+ if((cl_timer += time) < 0)
+ return cl_timer;
- // get new key events
- Key_EventQueue_Unblock();
- SndSys_SendKeyEvents();
- Sys_SendKeyEvents();
+ // limit the frametime steps to no more than 100ms each
+ if (cl_timer > 0.1)
+ cl_timer = 0.1;
- if (cls.state != ca_dedicated && (time > 0 || cls.timedemo || ((vid_activewindow ? cl_maxfps : cl_maxidlefps).value < 1)))
+ if (cls.state != ca_dedicated && (cl_timer > 0 || cls.timedemo || ((vid_activewindow ? cl_maxfps : cl_maxidlefps).value < 1)))
{
+ // get new key events
+ Key_EventQueue_Unblock();
+ SndSys_SendKeyEvents();
+ Sys_SendKeyEvents();
+
R_TimeReport("---");
Collision_Cache_NewFrame();
R_TimeReport("photoncache");
if (vid_activewindow && cl_maxfps.value >= 1 && !cls.timedemo)
#endif
{
- clframetime = cl.realframetime = max(time, 1.0 / cl_maxfps.value);
+ clframetime = cl.realframetime = max(cl_timer, 1.0 / cl_maxfps.value);
// when running slow, we need to sleep to keep input responsive
wait = bound(0, cl_maxfps_alwayssleep.value * 1000, 100000);
if (wait > 0)
Sys_Sleep((int)wait);
}
else if (!vid_activewindow && cl_maxidlefps.value >= 1 && !cls.timedemo)
- clframetime = cl.realframetime = max(time, 1.0 / cl_maxidlefps.value);
+ clframetime = cl.realframetime = max(cl_timer, 1.0 / cl_maxidlefps.value);
else
- clframetime = cl.realframetime = time;
+ clframetime = cl.realframetime = cl_timer;
// apply slowmo scaling
clframetime *= cl.movevars_timescale;
}
if (cls.timedemo)
- clframetime = cl.realframetime = time;
+ clframetime = cl.realframetime = cl_timer;
// deduct the frame time from the accumulator
- time -= cl.realframetime;
+ cl_timer -= cl.realframetime;
cl.oldtime = cl.time;
cl.time += clframetime;
pass1+pass2+pass3, pass1, pass2, pass3);
}
}
-
// if there is some time remaining from this frame, reset the timer
- if (time >= 0)
- time = 0;
- return time;
+ return cl_timer >= 0 ? 0 : cl_timer;
}
/*
==================
*/
static void Host_Init(void);
-void Host_Main(void)
+double Host_Frame(double time)
{
- double cl_timer = 0, sv_timer = 0;
- double time, oldtime, newtime;
- double wait;
- int i;
- char vabuf[1024];
- qboolean playing;
+ double cl_timer = 0;
+ double sv_timer = 0;
+ static double wait;
- host.restless = false;
+ if (host_framerate.value < 0.00001 && host_framerate.value != 0)
+ Cvar_SetValueQuick(&host_framerate, 0);
- Host_Init();
+ TaskQueue_Frame(false);
- host.realtime = 0;
- host.sleeptime = 0;
- host.dirtytime = oldtime = Sys_DirtyTime();
+ // keep the random time dependent, but not when playing demos/benchmarking
+ if(!*sv_random_seed.string && !cls.demoplayback)
+ rand();
- while(host.state != host_shutdown)
- {
- if (setjmp(host.abortframe))
- {
- SCR_ClearLoadingScreen(false);
- continue; // something bad happened, or the server disconnected
- }
+ NetConn_UpdateSockets();
- newtime = host.dirtytime = Sys_DirtyTime();
- time = newtime - oldtime;
- if (time < 0)
- {
- // warn if it's significant
- if (time < -0.01)
- Con_Printf(CON_WARN "Host_Mingled: time stepped backwards (went from %f to %f, difference %f)\n", oldtime, newtime, time);
- time = 0;
- }
- else if (time >= 1800)
- {
- Con_Printf(CON_WARN "Host_Mingled: time stepped forward (went from %f to %f, difference %f)\n", oldtime, newtime, time);
- time = 0;
- }
- host.realtime += time;
+ Log_DestBuffer_Flush();
- if (host_framerate.value < 0.00001 && host_framerate.value != 0)
- Cvar_SetValueQuick(&host_framerate, 0);
+ Curl_Run();
- TaskQueue_Frame(false);
+ // check for commands typed to the host
+ Host_GetConsoleCommands();
- // keep the random time dependent, but not when playing demos/benchmarking
- if(!*sv_random_seed.string && !cls.demoplayback)
- rand();
+ // process console commands
+// R_TimeReport("preconsole");
+ Cbuf_Frame(&cmd_client);
+ Cbuf_Frame(&cmd_server);
- NetConn_UpdateSockets();
+ if(sv.active)
+ Cbuf_Frame(&cmd_serverfromclient);
- Log_DestBuffer_Flush();
+// R_TimeReport("console");
- Curl_Run();
+ //Con_Printf("%6.0f %6.0f\n", cl_timer * 1000000.0, sv_timer * 1000000.0);
- // check for commands typed to the host
- Host_GetConsoleCommands();
+ R_TimeReport("---");
- // process console commands
-// R_TimeReport("preconsole");
- CL_VM_PreventInformationLeaks();
- Cbuf_Frame(&cmd_client);
- Cbuf_Frame(&cmd_server);
+ sv_timer = SV_Frame(time);
+ cl_timer = CL_Frame(time);
- if(sv.active)
- Cbuf_Frame(&cmd_serverfromclient);
+ Mem_CheckSentinelsGlobal();
-// R_TimeReport("console");
+ // if the accumulators haven't become positive yet, wait a while
+ if (cls.state == ca_dedicated)
+ wait = sv_timer * -1000000.0; // dedicated
+ else if (!sv.active || svs.threaded)
+ wait = cl_timer * -1000000.0; // connected to server, main menu, or server is on different thread
+ else
+ wait = max(cl_timer, sv_timer) * -1000000.0; // listen server or singleplayer
- //Con_Printf("%6.0f %6.0f\n", cl_timer * 1000000.0, sv_timer * 1000000.0);
+ if (!host.restless && wait >= 1)
+ return wait;
+ else
+ return 0;
+}
- R_TimeReport("---");
+static inline void Host_Sleep(double time)
+{
+ double time0, delta;
- //-------------------
- //
- // server operations
- //
- //-------------------
+ if(host_maxwait.value <= 0)
+ time = min(time, 1000000.0);
+ else
+ time = min(time, host_maxwait.value * 1000.0);
+ if(time < 1)
+ time = 1; // because we cast to int
+
+ time0 = Sys_DirtyTime();
+ if (sv_checkforpacketsduringsleep.integer && !sys_usenoclockbutbenchmark.integer && !svs.threaded) {
+ NetConn_SleepMicroseconds((int)time);
+ if (cls.state != ca_dedicated)
+ NetConn_ClientFrame(); // helps server browser get good ping values
+ // TODO can we do the same for ServerFrame? Probably not.
+ }
+ else
+ Sys_Sleep((int)time);
+ delta = Sys_DirtyTime() - time0;
+ if (delta < 0 || delta >= 1800)
+ delta = 0;
+ host.sleeptime += delta;
+// R_TimeReport("sleep");
+ return;
+}
- // limit the frametime steps to no more than 100ms each
- if (sv_timer > 0.1)
- {
- if (!svs.threaded)
- svs.perf_acc_lost += (sv_timer - 0.1);
- sv_timer = 0.1;
- }
+// Cloudwalk: Most overpowered function declaration...
+static inline double Host_UpdateTime (double newtime, double oldtime)
+{
+ double time = newtime - oldtime;
- if (!svs.threaded)
- {
- svs.perf_acc_sleeptime = host.sleeptime;
- svs.perf_acc_realtime += time;
-
- // Look for clients who have spawned
- playing = false;
- for (i = 0, host_client = svs.clients;i < svs.maxclients;i++, host_client++)
- if(host_client->begun)
- if(host_client->netconnection)
- playing = true;
- if(sv.time < 10)
- {
- // don't accumulate time for the first 10 seconds of a match
- // so things can settle
- svs.perf_acc_realtime = svs.perf_acc_sleeptime = svs.perf_acc_lost = svs.perf_acc_offset = svs.perf_acc_offset_squared = svs.perf_acc_offset_max = svs.perf_acc_offset_samples = host.sleeptime = 0;
- }
- else if(svs.perf_acc_realtime > 5)
- {
- svs.perf_cpuload = 1 - svs.perf_acc_sleeptime / svs.perf_acc_realtime;
- svs.perf_lost = svs.perf_acc_lost / svs.perf_acc_realtime;
- if(svs.perf_acc_offset_samples > 0)
- {
- svs.perf_offset_max = svs.perf_acc_offset_max;
- svs.perf_offset_avg = svs.perf_acc_offset / svs.perf_acc_offset_samples;
- svs.perf_offset_sdev = sqrt(svs.perf_acc_offset_squared / svs.perf_acc_offset_samples - svs.perf_offset_avg * svs.perf_offset_avg);
- }
- if(svs.perf_lost > 0 && developer_extra.integer)
- if(playing) // only complain if anyone is looking
- Con_DPrintf("Server can't keep up: %s\n", Host_TimingReport(vabuf, sizeof(vabuf)));
- svs.perf_acc_realtime = svs.perf_acc_sleeptime = svs.perf_acc_lost = svs.perf_acc_offset = svs.perf_acc_offset_squared = svs.perf_acc_offset_max = svs.perf_acc_offset_samples = host.sleeptime = 0;
- }
+ if (time < 0)
+ {
+ // warn if it's significant
+ if (time < -0.01)
+ Con_Printf(CON_WARN "Host_GetTime: time stepped backwards (went from %f to %f, difference %f)\n", oldtime, newtime, time);
+ time = 0;
+ }
+ else if (time >= 1800)
+ {
+ Con_Printf(CON_WARN "Host_GetTime: time stepped forward (went from %f to %f, difference %f)\n", oldtime, newtime, time);
+ time = 0;
+ }
- if (sv.active && sv_timer > 0)
- {
- // 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;
- float offset;
- prvm_prog_t *prog = SVVM_prog;
- // receive packets on each main loop iteration, as the main loop may
- // be undersleeping due to select() detecting a new packet
- if (sv.active && !svs.threaded)
- 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
- {
- advancetime = sys_ticrate.value;
- // listen servers can run multiple server frames per client frame
- framelimit = cl_maxphysicsframesperserverframe.integer;
- aborttime = Sys_DirtyTime() + 0.1;
- }
- if(host_timescale.value > 0 && host_timescale.value < 1)
- advancetime = min(advancetime, 0.1 / host_timescale.value);
- else
- advancetime = min(advancetime, 0.1);
-
- if(advancetime > 0)
- {
- offset = Sys_DirtyTime() - newtime;if (offset < 0 || offset >= 1800) offset = 0;
- offset += sv_timer;
- ++svs.perf_acc_offset_samples;
- svs.perf_acc_offset += offset;
- svs.perf_acc_offset_squared += offset * offset;
- if(svs.perf_acc_offset_max < offset)
- svs.perf_acc_offset_max = offset;
- }
-
- // only advance time if not paused
- // the game also pauses in singleplayer when menu or console is used
- sv.frametime = advancetime * host_timescale.value;
- if (host_framerate.value)
- sv.frametime = host_framerate.value;
- if (sv.paused || host.paused)
- sv.frametime = 0;
-
- for (framecount = 0;framecount < framelimit && sv_timer > 0;framecount++)
- {
- sv_timer -= advancetime;
-
- // move things around and think unless paused
- if (sv.frametime)
- SV_Physics();
-
- // if this server frame took too long, break out of the loop
- if (framelimit > 1 && Sys_DirtyTime() >= aborttime)
- break;
- }
- R_TimeReport("serverphysics");
-
- // send all messages to the clients
- SV_SendClientMessages();
-
- if (sv.paused == 1 && host.realtime > sv.pausedstart && sv.pausedstart > 0) {
- prog->globals.fp[OFS_PARM0] = host.realtime - sv.pausedstart;
- PRVM_serverglobalfloat(time) = sv.time;
- prog->ExecuteProgram(prog, PRVM_serverfunction(SV_PausedTic), "QC function SV_PausedTic is missing");
- }
-
- // send an heartbeat if enough time has passed since the last one
- NetConn_Heartbeat(0);
- R_TimeReport("servernetwork");
- }
- else
- {
- // don't let r_speeds display jump around
- R_TimeReport("serverphysics");
- R_TimeReport("servernetwork");
- }
- }
- // if there is some time remaining from this frame, reset the timer
- if (sv_timer >= 0)
- {
- if (!svs.threaded)
- svs.perf_acc_lost += sv_timer;
- sv_timer = 0;
- }
+ return time;
+}
- sv_timer += time;
+void Host_Main(void)
+{
+ double time, newtime, oldtime, sleeptime;
- //-------------------
- //
- // client operations
- //
- //-------------------
+ Host_Init(); // Start!
- cl_timer = CL_Frame(cl_timer);
- cl_timer += time;
+ host.realtime = 0;
+ oldtime = Sys_DirtyTime();
-#if MEMPARANOIA
- Mem_CheckSentinelsGlobal();
-#else
- if (developer_memorydebug.integer)
- Mem_CheckSentinelsGlobal();
-#endif
+ while(host.state != host_shutdown)
+ {
+ if (setjmp(host.abortframe))
+ {
+ host.state = host_active; // In case we were loading
+ continue; // something bad happened, or the server disconnected
+ }
- // if the accumulators haven't become positive yet, wait a while
- wait = max(cl_timer, sv_timer) * -1000000.0;
+ newtime = host.dirtytime = Sys_DirtyTime();
+ host.realtime += time = Host_UpdateTime(newtime, oldtime);
- if (!host.restless && wait >= 1)
- {
- double time0, delta;
+ sleeptime = Host_Frame(time);
+ oldtime = newtime;
- if(host_maxwait.value <= 0)
- wait = min(wait, 1000000.0);
- else
- wait = min(wait, host_maxwait.value * 1000.0);
- if(wait < 1)
- wait = 1; // because we cast to int
-
- time0 = Sys_DirtyTime();
- if (sv_checkforpacketsduringsleep.integer && !sys_usenoclockbutbenchmark.integer && !svs.threaded) {
- NetConn_SleepMicroseconds((int)wait);
- if (cls.state != ca_dedicated)
- NetConn_ClientFrame(); // helps server browser get good ping values
- // TODO can we do the same for ServerFrame? Probably not.
- }
- else
- Sys_Sleep((int)wait);
- delta = Sys_DirtyTime() - time0;
- if (delta < 0 || delta >= 1800)
- delta = 0;
- host.sleeptime += delta;
-// R_TimeReport("sleep");
+ if (sleeptime)
+ {
+ Host_Sleep(sleeptime);
+ continue;
}
host.framecount++;
- oldtime = newtime;
}
Sys_Quit(0);
extern cvar_t host_maxwait;
extern cvar_t host_framerate;
+extern cvar_t cl_maxphysicsframesperserverframe;
+double SV_Frame(double time)
+{
+ static double sv_timer;
+ int i;
+ qboolean playing;
+ char vabuf[1024];
+
+ if((sv_timer += time) < 0)
+ return sv_timer;
+ // limit the frametime steps to no more than 100ms each
+ if (sv_timer > 0.1)
+ {
+ if (!svs.threaded)
+ svs.perf_acc_lost += (sv_timer - 0.1);
+ sv_timer = 0.1;
+ }
+
+ if (!svs.threaded)
+ {
+ svs.perf_acc_sleeptime = host.sleeptime;
+ svs.perf_acc_realtime += time;
+
+ // Look for clients who have spawned
+ playing = false;
+ for (i = 0, host_client = svs.clients;i < svs.maxclients;i++, host_client++)
+ if(host_client->begun)
+ if(host_client->netconnection)
+ playing = true;
+ if(sv.time < 10)
+ {
+ // don't accumulate time for the first 10 seconds of a match
+ // so things can settle
+ svs.perf_acc_realtime = svs.perf_acc_sleeptime = svs.perf_acc_lost = svs.perf_acc_offset = svs.perf_acc_offset_squared = svs.perf_acc_offset_max = svs.perf_acc_offset_samples = host.sleeptime = 0;
+ }
+ else if(svs.perf_acc_realtime > 5)
+ {
+ svs.perf_cpuload = 1 - svs.perf_acc_sleeptime / svs.perf_acc_realtime;
+ svs.perf_lost = svs.perf_acc_lost / svs.perf_acc_realtime;
+ if(svs.perf_acc_offset_samples > 0)
+ {
+ svs.perf_offset_max = svs.perf_acc_offset_max;
+ svs.perf_offset_avg = svs.perf_acc_offset / svs.perf_acc_offset_samples;
+ svs.perf_offset_sdev = sqrt(svs.perf_acc_offset_squared / svs.perf_acc_offset_samples - svs.perf_offset_avg * svs.perf_offset_avg);
+ }
+ if(svs.perf_lost > 0 && developer_extra.integer)
+ if(playing) // only complain if anyone is looking
+ Con_DPrintf("Server can't keep up: %s\n", Host_TimingReport(vabuf, sizeof(vabuf)));
+ svs.perf_acc_realtime = svs.perf_acc_sleeptime = svs.perf_acc_lost = svs.perf_acc_offset = svs.perf_acc_offset_squared = svs.perf_acc_offset_max = svs.perf_acc_offset_samples = host.sleeptime = 0;
+ }
+
+ if (sv.active && sv_timer > 0)
+ {
+ // 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;
+ float offset;
+ prvm_prog_t *prog = SVVM_prog;
+ // receive packets on each main loop iteration, as the main loop may
+ // be undersleeping due to select() detecting a new packet
+ if (sv.active && !svs.threaded)
+ 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
+ {
+ advancetime = sys_ticrate.value;
+ // listen servers can run multiple server frames per client frame
+ framelimit = cl_maxphysicsframesperserverframe.integer;
+ aborttime = Sys_DirtyTime() + 0.1;
+ }
+ if(host_timescale.value > 0 && host_timescale.value < 1)
+ advancetime = min(advancetime, 0.1 / host_timescale.value);
+ else
+ advancetime = min(advancetime, 0.1);
+
+ if(advancetime > 0)
+ {
+ offset = Sys_DirtyTime() - host.dirtytime;
+ if (offset < 0 || offset >= 1800)
+ offset = 0;
+ offset += sv_timer;
+ ++svs.perf_acc_offset_samples;
+ svs.perf_acc_offset += offset;
+ svs.perf_acc_offset_squared += offset * offset;
+ if(svs.perf_acc_offset_max < offset)
+ svs.perf_acc_offset_max = offset;
+ }
+
+ // only advance time if not paused
+ // the game also pauses in singleplayer when menu or console is used
+ sv.frametime = advancetime * host_timescale.value;
+ if (host_framerate.value)
+ sv.frametime = host_framerate.value;
+ if (sv.paused || host.paused)
+ sv.frametime = 0;
+
+ for (framecount = 0;framecount < framelimit && sv_timer > 0;framecount++)
+ {
+ sv_timer -= advancetime;
+
+ // move things around and think unless paused
+ if (sv.frametime)
+ SV_Physics();
+
+ // if this server frame took too long, break out of the loop
+ if (framelimit > 1 && Sys_DirtyTime() >= aborttime)
+ break;
+ }
+ R_TimeReport("serverphysics");
+
+ // send all messages to the clients
+ SV_SendClientMessages();
+
+ if (sv.paused == 1 && host.realtime > sv.pausedstart && sv.pausedstart > 0) {
+ prog->globals.fp[OFS_PARM0] = host.realtime - sv.pausedstart;
+ PRVM_serverglobalfloat(time) = sv.time;
+ prog->ExecuteProgram(prog, PRVM_serverfunction(SV_PausedTic), "QC function SV_PausedTic is missing");
+ }
+
+ // send an heartbeat if enough time has passed since the last one
+ NetConn_Heartbeat(0);
+ R_TimeReport("servernetwork");
+ }
+ else
+ {
+ // don't let r_speeds display jump around
+ R_TimeReport("serverphysics");
+ R_TimeReport("servernetwork");
+ }
+ }
+ // if there is some time remaining from this frame, reset the timer
+ if (sv_timer >= 0)
+ {
+ if (!svs.threaded)
+ svs.perf_acc_lost += sv_timer;
+ sv_timer = 0;
+ }
+ return sv_timer;
+}
+
static int SV_ThreadFunc(void *voiddata)
{
prvm_prog_t *prog = SVVM_prog;