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/*
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* This file is part of OpenTTD.
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* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
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* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
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*/
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/** @file dedicated_v.cpp Dedicated server video 'driver'. */
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#include "../stdafx.h"
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#include "../gfx_func.h"
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#include "../network/network.h"
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#include "../network/network_internal.h"
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#include "../console_func.h"
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(svn r5946) -Add: merged the TGP branch to mainline. TGP adds:
- New optional landscape generator (TerraGenesis Perlin)
- Load heightmaps (either BMP or PNG)
- Progress dialog while generating worlds (no longer a 'hanging' screen)
- New dialogs for NewGame, Create Scenario and Play Heightmap
- Easier to configure your landscape
- More things to configure (tree-placer, ..)
- Speedup of world generation
- New console command 'restart': restart the map EXACTLY as it was when you
first started it (needs a game made after or with this commit)
- New console command 'getseed': get the seed of your map and share it with
others (of course only works with generated maps)
- Many new, world generation related, things
- Many internal cleanups and rewrites
Many tnx to those people who helped making this:
Belugas, DaleStan, glx, KUDr, RichK67, Rubidium, and TrueLight (alfabetic)
Many tnx to those who helped testing:
Arnau, Bjarni, and tokai (alfabetic)
And to all other people who helped testing and sending comments / bugs
Stats: 673 lines changed, 3534 new lines, 79 new strings
18 years ago
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#include "../genworld.h"
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#include "../fileio_type.h"
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#include "../fios.h"
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#include "../blitter/factory.hpp"
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#include "../company_func.h"
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#include "../core/random_func.hpp"
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#include "../sl/saveload.h"
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#include "../thread.h"
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Add: draw the screen at a steady pace, also during fast-forward
During fast-forward, the game was drawing as fast as it could. This
means that the fast-forward was limited also by how fast we could
draw, something that people in general don't expect.
To give an extreme case, if you are fully zoomed out on a busy
map, fast-forward would be mostly limited because of the time it
takes to draw the screen.
By decoupling the draw-tick and game-tick, we can keep the pace
of the draw-tick the same while speeding up the game-tick. To use
the extreme case as example again, if you are fully zoomed out
now, the screen only redraws 33.33 times per second, fast-forwarding
or not. This means fast-forward is much more likely to go at the
same speed, no matter what you are looking at.
3 years ago
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#include "../window_func.h"
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#include <iostream>
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#include "dedicated_v.h"
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#if defined(UNIX)
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# include <sys/time.h> /* gettimeofday */
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# include <sys/types.h>
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# include <unistd.h>
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# include <signal.h>
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# define STDIN 0 /* file descriptor for standard input */
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/* Signal handlers */
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static void DedicatedSignalHandler(int sig)
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{
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if (_game_mode == GM_NORMAL && _settings_client.gui.autosave_on_exit) DoExitSave();
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_exit_game = true;
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signal(sig, DedicatedSignalHandler);
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}
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#endif
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#if defined(_WIN32)
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# include <windows.h> /* GetTickCount */
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# include <conio.h>
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# include <time.h>
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# include <tchar.h>
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# include "../os/windows/win32.h"
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static HANDLE _hInputReady, _hWaitForInputHandling;
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static HANDLE _hThread; // Thread to close
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static std::string _win_console_thread_buffer;
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/* Windows Console thread. Just loop and signal when input has been received */
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static void WINAPI CheckForConsoleInput()
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{
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SetCurrentThreadName("ottd:win-console");
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for (;;) {
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std::getline(std::cin, _win_console_thread_buffer);
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/* Signal input waiting that input is read and wait for it being handled. */
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SignalObjectAndWait(_hInputReady, _hWaitForInputHandling, INFINITE, FALSE);
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}
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}
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static void CreateWindowsConsoleThread()
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{
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DWORD dwThreadId;
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/* Create event to signal when console input is ready */
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_hInputReady = CreateEvent(nullptr, false, false, nullptr);
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_hWaitForInputHandling = CreateEvent(nullptr, false, false, nullptr);
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if (_hInputReady == nullptr || _hWaitForInputHandling == nullptr) usererror("Cannot create console event!");
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_hThread = CreateThread(nullptr, 0, (LPTHREAD_START_ROUTINE)CheckForConsoleInput, nullptr, 0, &dwThreadId);
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if (_hThread == nullptr) usererror("Cannot create console thread!");
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DEBUG(driver, 2, "Windows console thread started");
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}
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static void CloseWindowsConsoleThread()
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{
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CloseHandle(_hThread);
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CloseHandle(_hInputReady);
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CloseHandle(_hWaitForInputHandling);
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DEBUG(driver, 2, "Windows console thread shut down");
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}
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#endif
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#include "../safeguards.h"
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static void *_dedicated_video_mem;
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/* Whether a fork has been done. */
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bool _dedicated_forks;
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extern bool SafeLoad(const std::string &filename, SaveLoadOperation fop, DetailedFileType dft, GameMode newgm, Subdirectory subdir,
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struct LoadFilter *lf = nullptr, std::string *error_detail = nullptr);
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static FVideoDriver_Dedicated iFVideoDriver_Dedicated;
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const char *VideoDriver_Dedicated::Start(const StringList &)
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{
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this->UpdateAutoResolution();
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int bpp = BlitterFactory::GetCurrentBlitter()->GetScreenDepth();
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_dedicated_video_mem = (bpp == 0) ? nullptr : MallocT<byte>(static_cast<size_t>(_cur_resolution.width) * _cur_resolution.height * (bpp / 8));
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_screen.width = _screen.pitch = _cur_resolution.width;
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_screen.height = _cur_resolution.height;
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_screen.dst_ptr = _dedicated_video_mem;
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ScreenSizeChanged();
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BlitterFactory::GetCurrentBlitter()->PostResize();
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#if defined(_WIN32)
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/* For win32 we need to allocate a console (debug mode does the same) */
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CreateConsole();
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CreateWindowsConsoleThread();
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SetConsoleTitle(L"OpenTTD Dedicated Server");
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#endif
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#ifdef _MSC_VER
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/* Disable the MSVC assertion message box. */
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_set_error_mode(_OUT_TO_STDERR);
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_CrtSetReportMode(_CRT_ASSERT, _CRTDBG_MODE_FILE);
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_CrtSetReportFile(_CRT_ASSERT, _CRTDBG_FILE_STDERR);
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#endif
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DEBUG(driver, 1, "Loading dedicated server");
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return nullptr;
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}
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void VideoDriver_Dedicated::Stop()
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{
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#ifdef _WIN32
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CloseWindowsConsoleThread();
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#endif
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free(_dedicated_video_mem);
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}
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void VideoDriver_Dedicated::MakeDirty(int, int, int, int) {}
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bool VideoDriver_Dedicated::ChangeResolution(int, int) { return false; }
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bool VideoDriver_Dedicated::ToggleFullscreen(bool) { return false; }
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#if defined(UNIX)
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static bool InputWaiting()
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{
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struct timeval tv;
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fd_set readfds;
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tv.tv_sec = 0;
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tv.tv_usec = 1;
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FD_ZERO(&readfds);
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FD_SET(STDIN, &readfds);
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/* don't care about writefds and exceptfds: */
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return select(STDIN + 1, &readfds, nullptr, nullptr, &tv) > 0;
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}
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#else
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static bool InputWaiting()
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{
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return WaitForSingleObject(_hInputReady, 1) == WAIT_OBJECT_0;
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}
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#endif
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static void DedicatedHandleKeyInput()
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{
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if (!InputWaiting()) return;
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if (_exit_game) return;
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std::string input_line;
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#if defined(UNIX)
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if (!std::getline(std::cin, input_line)) return;
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#else
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/* Handle console input, and signal console thread, it can accept input again */
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std::swap(input_line, _win_console_thread_buffer);
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SetEvent(_hWaitForInputHandling);
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#endif
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/* Remove any trailing \r or \n, and ensure the string is valid. */
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auto p = input_line.find_last_not_of("\r\n");
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if (p != std::string::npos) p++;
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IConsoleCmdExec(StrMakeValid(input_line.substr(0, p)));
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}
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void VideoDriver_Dedicated::MainLoop()
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{
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/* Signal handlers */
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#if defined(UNIX)
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signal(SIGTERM, DedicatedSignalHandler);
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signal(SIGINT, DedicatedSignalHandler);
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signal(SIGQUIT, DedicatedSignalHandler);
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#endif
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SetSelfAsGameThread();
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/* Load the dedicated server stuff */
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_is_network_server = true;
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_network_dedicated = true;
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_current_company = _local_company = COMPANY_SPECTATOR;
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/* If SwitchMode is SM_LOAD_GAME / SM_START_HEIGHTMAP, it means that the user used the '-g' options */
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if (_switch_mode != SM_LOAD_GAME && _switch_mode != SM_START_HEIGHTMAP) {
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(svn r5946) -Add: merged the TGP branch to mainline. TGP adds:
- New optional landscape generator (TerraGenesis Perlin)
- Load heightmaps (either BMP or PNG)
- Progress dialog while generating worlds (no longer a 'hanging' screen)
- New dialogs for NewGame, Create Scenario and Play Heightmap
- Easier to configure your landscape
- More things to configure (tree-placer, ..)
- Speedup of world generation
- New console command 'restart': restart the map EXACTLY as it was when you
first started it (needs a game made after or with this commit)
- New console command 'getseed': get the seed of your map and share it with
others (of course only works with generated maps)
- Many new, world generation related, things
- Many internal cleanups and rewrites
Many tnx to those people who helped making this:
Belugas, DaleStan, glx, KUDr, RichK67, Rubidium, and TrueLight (alfabetic)
Many tnx to those who helped testing:
Arnau, Bjarni, and tokai (alfabetic)
And to all other people who helped testing and sending comments / bugs
Stats: 673 lines changed, 3534 new lines, 79 new strings
18 years ago
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StartNewGameWithoutGUI(GENERATE_NEW_SEED);
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}
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this->is_game_threaded = false;
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/* Done loading, start game! */
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while (!_exit_game) {
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if (!_dedicated_forks) DedicatedHandleKeyInput();
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this->DrainCommandQueue();
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ChangeGameSpeed(_ddc_fastforward);
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this->Tick();
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this->SleepTillNextTick();
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}
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}
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