/* $Id$ */ /* * This file is part of OpenTTD. * 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. * 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. * 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 . */ /** @file dedicated_v.cpp Dedicated server video 'driver'. */ #include "../stdafx.h" #ifdef ENABLE_NETWORK #include "../gfx_func.h" #include "../network/network.h" #include "../network/network_internal.h" #include "../console_func.h" #include "../genworld.h" #include "../fileio_type.h" #include "../fios.h" #include "../blitter/factory.hpp" #include "../company_func.h" #include "../core/random_func.hpp" #include "../saveload/saveload.h" #include "dedicated_v.h" #ifdef BEOS_NET_SERVER #include #endif #ifdef __OS2__ # include /* gettimeofday */ # include # include # include # define INCL_DOS # include # define STDIN 0 /* file descriptor for standard input */ /** * Switches OpenTTD to a console app at run-time, instead of a PM app * Necessary to see stdout, etc. */ static void OS2_SwitchToConsoleMode() { PPIB pib; PTIB tib; DosGetInfoBlocks(&tib, &pib); /* Change flag from PM to VIO */ pib->pib_ultype = 3; } #endif #if defined(UNIX) || defined(PSP) # include /* gettimeofday */ # include # include # include # define STDIN 0 /* file descriptor for standard input */ # if defined(PSP) # include # include # endif /* PSP */ /* Signal handlers */ static void DedicatedSignalHandler(int sig) { if (_game_mode == GM_NORMAL && _settings_client.gui.autosave_on_exit) DoExitSave(); _exit_game = true; signal(sig, DedicatedSignalHandler); } #endif #if defined(WIN32) # include /* GetTickCount */ # if !defined(WINCE) # include # endif # include # include static HANDLE _hInputReady, _hWaitForInputHandling; static HANDLE _hThread; // Thread to close static char _win_console_thread_buffer[200]; /* Windows Console thread. Just loop and signal when input has been received */ static void WINAPI CheckForConsoleInput() { #if defined(WINCE) /* WinCE doesn't support console stuff */ return; #else DWORD nb; HANDLE hStdin = GetStdHandle(STD_INPUT_HANDLE); for (;;) { ReadFile(hStdin, _win_console_thread_buffer, lengthof(_win_console_thread_buffer), &nb, NULL); /* Signal input waiting that input is read and wait for it being handled * SignalObjectAndWait() should be used here, but it's unsupported in Win98< */ SetEvent(_hInputReady); WaitForSingleObject(_hWaitForInputHandling, INFINITE); } #endif } static void CreateWindowsConsoleThread() { DWORD dwThreadId; /* Create event to signal when console input is ready */ _hInputReady = CreateEvent(NULL, false, false, NULL); _hWaitForInputHandling = CreateEvent(NULL, false, false, NULL); if (_hInputReady == NULL || _hWaitForInputHandling == NULL) usererror("Cannot create console event!"); _hThread = CreateThread(NULL, 0, (LPTHREAD_START_ROUTINE)CheckForConsoleInput, NULL, 0, &dwThreadId); if (_hThread == NULL) usererror("Cannot create console thread!"); DEBUG(driver, 2, "Windows console thread started"); } static void CloseWindowsConsoleThread() { CloseHandle(_hThread); CloseHandle(_hInputReady); CloseHandle(_hWaitForInputHandling); DEBUG(driver, 2, "Windows console thread shut down"); } #endif #include "../safeguards.h" static void *_dedicated_video_mem; /* Whether a fork has been done. */ bool _dedicated_forks; extern bool SafeLoad(const char *filename, int mode, GameMode newgm, Subdirectory subdir, struct LoadFilter *lf = NULL); static FVideoDriver_Dedicated iFVideoDriver_Dedicated; const char *VideoDriver_Dedicated::Start(const char * const *parm) { int bpp = BlitterFactory::GetCurrentBlitter()->GetScreenDepth(); _dedicated_video_mem = (bpp == 0) ? NULL : MallocT(_cur_resolution.width * _cur_resolution.height * (bpp / 8)); _screen.width = _screen.pitch = _cur_resolution.width; _screen.height = _cur_resolution.height; _screen.dst_ptr = _dedicated_video_mem; ScreenSizeChanged(); BlitterFactory::GetCurrentBlitter()->PostResize(); #if defined(WINCE) /* WinCE doesn't support console stuff */ #elif defined(WIN32) /* For win32 we need to allocate a console (debug mode does the same) */ CreateConsole(); CreateWindowsConsoleThread(); SetConsoleTitle(_T("OpenTTD Dedicated Server")); #endif #ifdef _MSC_VER /* Disable the MSVC assertion message box. */ _set_error_mode(_OUT_TO_STDERR); #endif #ifdef __OS2__ /* For OS/2 we also need to switch to console mode instead of PM mode */ OS2_SwitchToConsoleMode(); #endif DEBUG(driver, 1, "Loading dedicated server"); return NULL; } void VideoDriver_Dedicated::Stop() { #ifdef WIN32 CloseWindowsConsoleThread(); #endif free(_dedicated_video_mem); } void VideoDriver_Dedicated::MakeDirty(int left, int top, int width, int height) {} bool VideoDriver_Dedicated::ChangeResolution(int w, int h) { return false; } bool VideoDriver_Dedicated::ToggleFullscreen(bool fs) { return false; } #if defined(UNIX) || defined(__OS2__) || defined(PSP) static bool InputWaiting() { struct timeval tv; fd_set readfds; tv.tv_sec = 0; tv.tv_usec = 1; FD_ZERO(&readfds); FD_SET(STDIN, &readfds); /* don't care about writefds and exceptfds: */ return select(STDIN + 1, &readfds, NULL, NULL, &tv) > 0; } static uint32 GetTime() { struct timeval tim; gettimeofday(&tim, NULL); return tim.tv_usec / 1000 + tim.tv_sec * 1000; } #else static bool InputWaiting() { return WaitForSingleObject(_hInputReady, 1) == WAIT_OBJECT_0; } static uint32 GetTime() { return GetTickCount(); } #endif static void DedicatedHandleKeyInput() { static char input_line[1024] = ""; if (!InputWaiting()) return; if (_exit_game) return; #if defined(UNIX) || defined(__OS2__) || defined(PSP) if (fgets(input_line, lengthof(input_line), stdin) == NULL) return; #else /* Handle console input, and signal console thread, it can accept input again */ assert_compile(lengthof(_win_console_thread_buffer) <= lengthof(input_line)); strecpy(input_line, _win_console_thread_buffer, lastof(input_line)); SetEvent(_hWaitForInputHandling); #endif /* strtok() does not 'forget' \r\n if the string starts with it, * so we have to manually remove that! */ strtok(input_line, "\r\n"); for (char *c = input_line; *c != '\0'; c++) { if (*c == '\n' || *c == '\r' || c == lastof(input_line)) { *c = '\0'; break; } } str_validate(input_line, lastof(input_line)); IConsoleCmdExec(input_line); // execute command } void VideoDriver_Dedicated::MainLoop() { uint32 cur_ticks = GetTime(); uint32 next_tick = cur_ticks + MILLISECONDS_PER_TICK; /* Signal handlers */ #if defined(UNIX) || defined(PSP) signal(SIGTERM, DedicatedSignalHandler); signal(SIGINT, DedicatedSignalHandler); signal(SIGQUIT, DedicatedSignalHandler); #endif /* Load the dedicated server stuff */ _is_network_server = true; _network_dedicated = true; _current_company = _local_company = COMPANY_SPECTATOR; /* If SwitchMode is SM_LOAD_GAME, it means that the user used the '-g' options */ if (_switch_mode != SM_LOAD_GAME) { StartNewGameWithoutGUI(GENERATE_NEW_SEED); SwitchToMode(_switch_mode); _switch_mode = SM_NONE; } else { _switch_mode = SM_NONE; /* First we need to test if the savegame can be loaded, else we will end up playing the * intro game... */ if (!SafeLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_NORMAL, BASE_DIR)) { /* Loading failed, pop out.. */ DEBUG(net, 0, "Loading requested map failed, aborting"); _networking = false; } else { /* We can load this game, so go ahead */ SwitchToMode(SM_LOAD_GAME); } } /* Done loading, start game! */ if (!_networking) { DEBUG(net, 0, "Dedicated server could not be started, aborting"); return; } while (!_exit_game) { uint32 prev_cur_ticks = cur_ticks; // to check for wrapping InteractiveRandom(); // randomness if (!_dedicated_forks) DedicatedHandleKeyInput(); cur_ticks = GetTime(); _realtime_tick += cur_ticks - prev_cur_ticks; if (cur_ticks >= next_tick || cur_ticks < prev_cur_ticks || _ddc_fastforward) { next_tick = cur_ticks + MILLISECONDS_PER_TICK; GameLoop(); UpdateWindows(); } /* Don't sleep when fast forwarding (for desync debugging) */ if (!_ddc_fastforward) { /* Sleep longer on a dedicated server, if the game is paused and no clients connected. * That can allow the CPU to better use deep sleep states. */ if (_pause_mode != 0 && !HasClients()) { CSleep(100); } else { CSleep(1); } } } } #endif /* ENABLE_NETWORK */