mirror of
https://github.com/nillerusr/source-engine.git
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800 lines
18 KiB
C++
800 lines
18 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Runs the state machine for the host & server
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "host_state.h"
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#include "eiface.h"
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#include "quakedef.h"
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#include "server.h"
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#include "sv_main.h"
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#include "host_cmd.h"
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#include "host.h"
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#include "screen.h"
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#include "icliententity.h"
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#include "icliententitylist.h"
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#include "client.h"
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#include "host_jmp.h"
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#include "tier0/vprof.h"
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#include "tier0/icommandline.h"
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#include "filesystem_engine.h"
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#include "zone.h"
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#include "iengine.h"
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#include "snd_audio_source.h"
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#include "sv_steamauth.h"
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#ifndef SWDS
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#include "vgui_baseui_interface.h"
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#endif
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#include "sv_plugin.h"
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#include "cl_main.h"
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#include "sv_steamauth.h"
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#include "datacache/imdlcache.h"
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#include "sys_dll.h"
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#include "testscriptmgr.h"
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#if defined( REPLAY_ENABLED )
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#include "replay_internal.h"
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#include "replayserver.h"
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#endif
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#include "GameEventManager.h"
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#include "tier0/etwprof.h"
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#include "ccs.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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extern bool g_bAbortServerSet;
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#ifndef SWDS
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extern ConVar reload_materials;
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#endif
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typedef enum
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{
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HS_NEW_GAME = 0,
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HS_LOAD_GAME,
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HS_CHANGE_LEVEL_SP,
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HS_CHANGE_LEVEL_MP,
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HS_RUN,
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HS_GAME_SHUTDOWN,
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HS_SHUTDOWN,
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HS_RESTART,
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} HOSTSTATES;
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// a little class that manages the state machine for the host
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class CHostState
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{
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public:
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CHostState() = default;
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void Init();
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void FrameUpdate( float time );
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void SetNextState( HOSTSTATES nextState );
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void RunGameInit();
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void SetState( HOSTSTATES newState, bool clearNext );
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void GameShutdown();
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void State_NewGame();
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void State_LoadGame();
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void State_ChangeLevelMP();
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void State_ChangeLevelSP();
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void State_Run( float time );
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void State_GameShutdown();
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void State_Shutdown();
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void State_Restart();
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bool IsGameShuttingDown();
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void RememberLocation();
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void OnClientConnected(); // Client fully connected
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void OnClientDisconnected(); // Client disconnected
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HOSTSTATES m_currentState;
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HOSTSTATES m_nextState;
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Vector m_vecLocation;
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QAngle m_angLocation;
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char m_levelName[256];
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char m_landmarkName[256];
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char m_saveName[256];
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float m_flShortFrameTime; // run a few one-tick frames to avoid large timesteps while loading assets
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bool m_activeGame;
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bool m_bRememberLocation;
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bool m_bBackgroundLevel;
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bool m_bWaitingForConnection;
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};
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static bool Host_ValidGame( void );
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static CHostState g_HostState;
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//-----------------------------------------------------------------------------
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// external API for manipulating the host state machine
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//-----------------------------------------------------------------------------
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void HostState_Init()
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{
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g_HostState.Init();
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}
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void HostState_Frame( float time )
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{
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g_HostState.FrameUpdate( time );
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}
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void HostState_RunGameInit()
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{
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g_HostState.RunGameInit();
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g_ServerGlobalVariables.bMapLoadFailed = false;
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}
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//-----------------------------------------------------------------------------
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// start a new game as soon as possible
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//-----------------------------------------------------------------------------
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void HostState_NewGame( char const *pMapName, bool remember_location, bool background )
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{
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Q_strncpy( g_HostState.m_levelName, pMapName, sizeof( g_HostState.m_levelName ) );
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g_HostState.m_landmarkName[0] = 0;
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g_HostState.m_bRememberLocation = remember_location;
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g_HostState.m_bWaitingForConnection = true;
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g_HostState.m_bBackgroundLevel = background;
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if ( remember_location )
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{
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g_HostState.RememberLocation();
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}
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g_HostState.SetNextState( HS_NEW_GAME );
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}
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//-----------------------------------------------------------------------------
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// load a new game as soon as possible
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//-----------------------------------------------------------------------------
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void HostState_LoadGame( char const *pSaveFileName, bool remember_location )
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{
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#ifndef SWDS
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// Make sure the freaking save file exists....
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if ( !saverestore->SaveFileExists( pSaveFileName ) )
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{
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Warning("Save file %s can't be found!\n", pSaveFileName );
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SCR_EndLoadingPlaque();
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return;
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}
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Q_strncpy( g_HostState.m_saveName, pSaveFileName, sizeof( g_HostState.m_saveName ) );
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// Tell the game .dll we are loading another game
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serverGameDLL->PreSaveGameLoaded( pSaveFileName, sv.IsActive() );
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g_HostState.m_bRememberLocation = remember_location;
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g_HostState.m_bBackgroundLevel = false;
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g_HostState.m_bWaitingForConnection = true;
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if ( remember_location )
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{
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g_HostState.RememberLocation();
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}
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g_HostState.SetNextState( HS_LOAD_GAME );
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#endif
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}
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// change level (single player style - smooth transition)
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void HostState_ChangeLevelSP( char const *pNewLevel, char const *pLandmarkName )
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{
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Q_strncpy( g_HostState.m_levelName, pNewLevel, sizeof( g_HostState.m_levelName ) );
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Q_strncpy( g_HostState.m_landmarkName, pLandmarkName, sizeof( g_HostState.m_landmarkName ) );
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g_HostState.SetNextState( HS_CHANGE_LEVEL_SP );
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}
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// change level (multiplayer style - respawn all connected clients)
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void HostState_ChangeLevelMP( char const *pNewLevel, char const *pLandmarkName )
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{
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Steam3Server().NotifyOfLevelChange();
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Q_strncpy( g_HostState.m_levelName, pNewLevel, sizeof( g_HostState.m_levelName ) );
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Q_strncpy( g_HostState.m_landmarkName, pLandmarkName, sizeof( g_HostState.m_landmarkName ) );
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g_HostState.SetNextState( HS_CHANGE_LEVEL_MP );
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}
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// shutdown the game as soon as possible
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void HostState_GameShutdown()
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{
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Steam3Server().NotifyOfLevelChange();
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// This will get called during shutdown, ignore it.
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if ( g_HostState.m_currentState != HS_SHUTDOWN &&
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g_HostState.m_currentState != HS_RESTART &&
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g_HostState.m_currentState != HS_GAME_SHUTDOWN
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)
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{
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g_HostState.SetNextState( HS_GAME_SHUTDOWN );
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}
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}
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// shutdown the engine/program as soon as possible
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void HostState_Shutdown()
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{
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#if defined( REPLAY_ENABLED )
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// If we're recording the game, finalize the replay so players can download it.
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if ( sv.IsDedicated() && g_pReplay && g_pReplay->IsRecording() )
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{
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// Stop recording and publish all blocks/session info data synchronously.
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g_pReplay->SV_EndRecordingSession( true );
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}
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#endif
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g_HostState.SetNextState( HS_SHUTDOWN );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Restart the engine
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//-----------------------------------------------------------------------------
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void HostState_Restart()
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{
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g_HostState.SetNextState( HS_RESTART );
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}
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bool HostState_IsGameShuttingDown()
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{
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return g_HostState.IsGameShuttingDown();
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}
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bool HostState_IsShuttingDown()
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{
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return ( g_HostState.m_currentState == HS_SHUTDOWN ||
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g_HostState.m_currentState == HS_RESTART ||
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g_HostState.m_currentState == HS_GAME_SHUTDOWN );
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}
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void HostState_OnClientConnected()
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{
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g_HostState.OnClientConnected();
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}
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void HostState_OnClientDisconnected()
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{
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g_HostState.OnClientDisconnected();
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}
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void HostState_SetSpawnPoint(Vector &position, QAngle &angle)
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{
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g_HostState.m_angLocation = angle;
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g_HostState.m_vecLocation = position;
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g_HostState.m_bRememberLocation = true;
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}
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//-----------------------------------------------------------------------------
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static void WatchDogHandler()
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{
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Host_Error( "WatchdogHandler called - server exiting.\n" );
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}
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//-----------------------------------------------------------------------------
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// Class implementation
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//-----------------------------------------------------------------------------
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void CHostState::Init()
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{
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SetState( HS_RUN, true );
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m_currentState = HS_RUN;
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m_nextState = HS_RUN;
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m_activeGame = false;
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m_levelName[0] = 0;
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m_saveName[0] = 0;
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m_landmarkName[0] = 0;
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m_bRememberLocation = 0;
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m_bBackgroundLevel = false;
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m_vecLocation.Init();
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m_angLocation.Init();
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m_bWaitingForConnection = false;
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m_flShortFrameTime = 1.0;
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CCS_Init();
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Plat_SetWatchdogHandlerFunction( WatchDogHandler );
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}
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void CHostState::SetState( HOSTSTATES newState, bool clearNext )
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{
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m_currentState = newState;
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if ( clearNext )
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{
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m_nextState = newState;
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}
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}
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void CHostState::SetNextState( HOSTSTATES next )
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{
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Assert( m_currentState == HS_RUN );
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m_nextState = next;
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}
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void CHostState::RunGameInit()
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{
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Assert( !m_activeGame );
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if ( serverGameDLL )
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{
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serverGameDLL->GameInit();
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}
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m_activeGame = true;
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}
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void CHostState::GameShutdown()
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{
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if ( m_activeGame )
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{
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serverGameDLL->GameShutdown();
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m_activeGame = false;
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}
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}
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// These State_ functions execute that state's code right away
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// The external API queues up state changes to happen when the state machine is processed.
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void CHostState::State_NewGame()
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{
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CETWScope timer( "CHostState::State_NewGame" );
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if ( Host_ValidGame() )
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{
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// Demand load game .dll if running with -nogamedll flag, etc.
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if ( !serverGameClients )
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{
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SV_InitGameDLL();
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}
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if ( !serverGameClients )
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{
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Warning( "Can't start game, no valid server.dll loaded\n" );
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}
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else
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{
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if ( Host_NewGame( m_levelName, false, m_bBackgroundLevel ) )
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{
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// succesfully started the new game
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SetState( HS_RUN, true );
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return;
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}
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}
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}
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SCR_EndLoadingPlaque();
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// new game failed
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GameShutdown();
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// run the server at the console
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SetState( HS_RUN, true );
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}
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void CHostState::State_LoadGame()
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{
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#ifndef SWDS
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HostState_RunGameInit();
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if ( saverestore->LoadGame( m_saveName ) )
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{
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// succesfully started the new game
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GetTestScriptMgr()->CheckPoint( "load_game" );
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SetState( HS_RUN, true );
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return;
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}
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#endif
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SCR_EndLoadingPlaque();
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// load game failed
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GameShutdown();
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// run the server at the console
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SetState( HS_RUN, true );
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if ( IsX360() )
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{
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// On the 360 we need to return to the background map
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g_ServerGlobalVariables.bMapLoadFailed = true;
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Cbuf_Clear();
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Cbuf_AddText( "startupmenu force" );
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Cbuf_Execute();
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}
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}
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void CHostState::State_ChangeLevelMP()
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{
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if ( Host_ValidGame() )
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{
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Steam3Server().NotifyOfLevelChange();
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#ifndef SWDS
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// start progress bar immediately for multiplayer level transitions
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EngineVGui()->EnabledProgressBarForNextLoad();
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#endif
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if ( Host_Changelevel( false, m_levelName, m_landmarkName ) )
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{
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SetState( HS_RUN, true );
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return;
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}
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}
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// fail
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ConMsg( "Unable to change level!\n" );
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SetState( HS_RUN, true );
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IGameEvent *event = g_GameEventManager.CreateEvent( "server_changelevel_failed" );
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if ( event )
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{
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event->SetString( "levelname", m_levelName );
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g_GameEventManager.FireEvent( event );
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}
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}
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void CHostState::State_ChangeLevelSP()
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{
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if ( Host_ValidGame() )
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{
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Host_Changelevel( true, m_levelName, m_landmarkName );
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SetState( HS_RUN, true );
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return;
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}
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// fail
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ConMsg( "Unable to change level!\n" );
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SetState( HS_RUN, true );
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}
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static bool IsClientActive()
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{
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if ( !sv.IsActive() )
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return cl.IsActive();
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for ( int i = 0; i < sv.GetClientCount(); i++ )
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{
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CGameClient *pClient = sv.Client( i );
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if ( pClient->IsActive() )
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return true;
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}
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return false;
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}
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static bool IsClientConnected()
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{
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if ( !sv.IsActive() )
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return cl.IsConnected();
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for ( int i = 0; i < sv.GetClientCount(); i++ )
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{
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CGameClient *pClient = sv.Client( i );
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if ( pClient->IsConnected() )
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return true;
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}
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return false;
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}
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void CHostState::State_Run( float frameTime )
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{
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static bool s_bFirstRunFrame = true;
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if ( m_flShortFrameTime > 0 )
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{
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if ( IsClientActive() )
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{
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m_flShortFrameTime = (m_flShortFrameTime > frameTime) ? (m_flShortFrameTime-frameTime) : 0;
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}
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// Only clamp time if client is in process of connecting or is already connected.
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if ( IsClientConnected() )
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{
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frameTime = min( frameTime, host_state.interval_per_tick );
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}
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}
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// Nice big timeout to play it safe while still ensuring that we don't get stuck in
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// infinite loops.
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int nTimerWaitSeconds = 60;
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if ( s_bFirstRunFrame )
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{
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// The first frame can take a while especially during fork startup.
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s_bFirstRunFrame = false;
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nTimerWaitSeconds *= 2;
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}
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if ( sv.IsDedicated() )
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{
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Plat_BeginWatchdogTimer( nTimerWaitSeconds );
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}
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Host_RunFrame( frameTime );
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if ( sv.IsDedicated() )
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{
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Plat_EndWatchdogTimer();
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}
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switch( m_nextState )
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{
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case HS_RUN:
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break;
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case HS_LOAD_GAME:
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case HS_NEW_GAME:
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#if !defined( SWDS )
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SCR_BeginLoadingPlaque();
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#endif
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// FALL THROUGH INTENTIONALLY TO SHUTDOWN
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case HS_SHUTDOWN:
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case HS_RESTART:
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// NOTE: The game must be shutdown before a new game can start,
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// before a game can load, and before the system can be shutdown.
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// This is done here instead of pathfinding through a state transition graph.
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// That would be equivalent as the only way to get from HS_RUN to HS_LOAD_GAME is through HS_GAME_SHUTDOWN.
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case HS_GAME_SHUTDOWN:
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SetState( HS_GAME_SHUTDOWN, false );
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break;
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case HS_CHANGE_LEVEL_MP:
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case HS_CHANGE_LEVEL_SP:
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SetState( m_nextState, true );
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break;
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default:
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SetState( HS_RUN, true );
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break;
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}
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}
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void CHostState::State_GameShutdown()
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{
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if ( serverGameDLL )
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{
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Steam3Server().NotifyOfLevelChange();
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g_pServerPluginHandler->LevelShutdown();
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#if !defined(SWDS)
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audiosourcecache->LevelShutdown();
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#endif
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}
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GameShutdown();
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#ifndef SWDS
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saverestore->ClearSaveDir();
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#endif
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Host_ShutdownServer();
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switch( m_nextState )
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{
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case HS_LOAD_GAME:
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case HS_NEW_GAME:
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case HS_SHUTDOWN:
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case HS_RESTART:
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SetState( m_nextState, true );
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break;
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default:
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SetState( HS_RUN, true );
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break;
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}
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}
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// Tell the launcher we're done.
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void CHostState::State_Shutdown()
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{
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CCS_Shutdown();
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|
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#if !defined(SWDS)
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CL_EndMovie();
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#endif
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|
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eng->SetNextState( IEngine::DLL_CLOSE );
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}
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|
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//-----------------------------------------------------------------------------
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// Purpose:
|
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//-----------------------------------------------------------------------------
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void CHostState::State_Restart( void )
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{
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// Just like a regular shutdown
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State_Shutdown();
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|
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// But signal launcher/front end to restart engine
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eng->SetNextState( IEngine::DLL_RESTART );
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}
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|
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//-----------------------------------------------------------------------------
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// this is the state machine's main processing loop
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//-----------------------------------------------------------------------------
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void CHostState::FrameUpdate( float time )
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{
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CCS_Tick( time );
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|
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#if _DEBUG
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int loopCount = 0;
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#endif
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|
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if ( setjmp (host_abortserver) )
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|
{
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|
Init();
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return;
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|
}
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|
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g_bAbortServerSet = true;
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|
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|
while ( true )
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|
{
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int oldState = m_currentState;
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|
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|
// execute the current state (and transition to the next state if not in HS_RUN)
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|
switch( m_currentState )
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|
{
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|
case HS_NEW_GAME:
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|
g_pMDLCache->BeginMapLoad();
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|
State_NewGame();
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|
break;
|
|
case HS_LOAD_GAME:
|
|
g_pMDLCache->BeginMapLoad();
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|
State_LoadGame();
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|
break;
|
|
case HS_CHANGE_LEVEL_MP:
|
|
g_pMDLCache->BeginMapLoad();
|
|
m_flShortFrameTime = 0.5f;
|
|
State_ChangeLevelMP();
|
|
break;
|
|
case HS_CHANGE_LEVEL_SP:
|
|
g_pMDLCache->BeginMapLoad();
|
|
m_flShortFrameTime = 1.5f; // 1.5s of slower frames
|
|
State_ChangeLevelSP();
|
|
break;
|
|
case HS_RUN:
|
|
State_Run( time );
|
|
break;
|
|
case HS_GAME_SHUTDOWN:
|
|
State_GameShutdown();
|
|
break;
|
|
case HS_SHUTDOWN:
|
|
State_Shutdown();
|
|
break;
|
|
case HS_RESTART:
|
|
g_pMDLCache->BeginMapLoad();
|
|
State_Restart();
|
|
break;
|
|
}
|
|
|
|
// only do a single pass at HS_RUN per frame. All other states loop until they reach HS_RUN
|
|
if ( oldState == HS_RUN )
|
|
break;
|
|
|
|
// shutting down
|
|
if ( oldState == HS_SHUTDOWN ||
|
|
oldState == HS_RESTART )
|
|
break;
|
|
|
|
// Only HS_RUN is allowed to persist across loops!!!
|
|
// Also, detect circular state graphs (more than 8 cycling changes is probably a loop)
|
|
// NOTE: In the current graph, there are at most 2.
|
|
#if _DEBUG
|
|
if ( (m_currentState == oldState) || (++loopCount > 8) )
|
|
{
|
|
Host_Error( "state crash!\n" );
|
|
}
|
|
#endif
|
|
}
|
|
}
|
|
|
|
|
|
bool CHostState::IsGameShuttingDown( void )
|
|
{
|
|
return ( ( m_currentState == HS_GAME_SHUTDOWN ) || ( m_nextState == HS_GAME_SHUTDOWN ) );
|
|
}
|
|
|
|
void CHostState::RememberLocation()
|
|
{
|
|
#ifndef SWDS
|
|
Assert( m_bRememberLocation );
|
|
|
|
m_vecLocation = MainViewOrigin();
|
|
VectorAngles( MainViewForward(), m_angLocation );
|
|
|
|
IClientEntity *localPlayer = entitylist ? entitylist->GetClientEntity( cl.m_nPlayerSlot + 1 ) : NULL;
|
|
if ( localPlayer )
|
|
{
|
|
m_vecLocation = localPlayer->GetAbsOrigin();
|
|
}
|
|
|
|
m_vecLocation.z -= 64.0f; // subtract out a bit of Z to position the player lower
|
|
#endif
|
|
}
|
|
|
|
void CHostState::OnClientConnected()
|
|
{
|
|
if ( !m_bWaitingForConnection )
|
|
return;
|
|
m_bWaitingForConnection = false;
|
|
|
|
if ( m_bRememberLocation )
|
|
{
|
|
m_bRememberLocation = false;
|
|
Cbuf_AddText( va( "setpos_exact %f %f %f\n", m_vecLocation.x, m_vecLocation.y, m_vecLocation.z ) );
|
|
Cbuf_AddText( va( "setang_exact %f %f %f\n", m_angLocation.x, m_angLocation.y, m_angLocation.z ) );
|
|
}
|
|
|
|
#if !defined( SWDS )
|
|
if ( reload_materials.GetBool() )
|
|
{
|
|
// building cubemaps requires the materials to reload after map
|
|
reload_materials.SetValue( 0 );
|
|
Cbuf_AddText( "mat_reloadallmaterials\n" );
|
|
}
|
|
|
|
// Spew global texture memory usage if asked to
|
|
if( CommandLine()->CheckParm( "-dumpvidmemstats" ) )
|
|
{
|
|
FileHandle_t fp;
|
|
fp = g_pFileSystem->Open( "vidmemstats.txt", "a" );
|
|
|
|
g_pFileSystem->FPrintf( fp, "%s:\n", g_HostState.m_levelName );
|
|
|
|
#ifdef VPROF_ENABLED
|
|
CVProfile *pProf = &g_VProfCurrentProfile;
|
|
|
|
int prefixLen = strlen( "TexGroup_Global_" );
|
|
float total = 0.0f;
|
|
for ( int i=0; i < pProf->GetNumCounters(); i++ )
|
|
{
|
|
if ( pProf->GetCounterGroup( i ) == COUNTER_GROUP_TEXTURE_GLOBAL )
|
|
{
|
|
// The counters are in bytes and the panel is all in kilobytes.
|
|
float value = pProf->GetCounterValue( i ) * ( 1.0f / ( 1024.0f * 1024.0f ) );
|
|
total += value;
|
|
const char *pName = pProf->GetCounterName( i );
|
|
if( Q_strnicmp( pName, "TexGroup_Global_", prefixLen ) == 0 )
|
|
{
|
|
pName += prefixLen;
|
|
}
|
|
g_pFileSystem->FPrintf( fp, "%s: %0.3fMB\n", pName, value );
|
|
}
|
|
}
|
|
g_pFileSystem->FPrintf( fp, "vidmem total: %0.3fMB\n", total );
|
|
#endif
|
|
|
|
#if 0
|
|
g_pFileSystem->FPrintf( fp, "hunk total: %0.3fMB\n", Cache_TotalUsed() * ( 1.0f / ( 1024.0f * 1024.0f ) ) );
|
|
g_pFileSystem->FPrintf( fp, "hunk sound: %0.3fMB\n", Cache_TotalUsed_Sound() * ( 1.0f / ( 1024.0f * 1024.0f ) ) );
|
|
g_pFileSystem->FPrintf( fp, "hunk models: %0.3fMB\n", Cache_TotalUsed_Models() * ( 1.0f / ( 1024.0f * 1024.0f ) ) );
|
|
#endif
|
|
g_pFileSystem->FPrintf( fp, "---------------------------------\n" );
|
|
g_pFileSystem->Close( fp );
|
|
Cbuf_AddText( "quit\n" );
|
|
}
|
|
#endif
|
|
}
|
|
|
|
void CHostState::OnClientDisconnected()
|
|
{
|
|
}
|
|
|
|
// Determine if this is a valid game
|
|
static bool Host_ValidGame( void )
|
|
{
|
|
// No multi-client single player games
|
|
if ( sv.IsMultiplayer() )
|
|
{
|
|
if ( deathmatch.GetInt() )
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
/*
|
|
// Single player must have CD validation
|
|
if ( IsValidCD() )
|
|
{
|
|
return true;
|
|
}
|
|
*/
|
|
return true;
|
|
}
|
|
|
|
ConDMsg("Unable to launch game\n");
|
|
return false;
|
|
}
|
|
|