hl2_src-leak-2017/src/engine/host.cpp

5026 lines
130 KiB
C++

//========= 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;
}