mirror of
https://github.com/JGRennison/OpenTTD-patches.git
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062d57eadb
# Conflicts: # src/openttd.cpp # src/video/dedicated_v.cpp
270 lines
7.4 KiB
C++
270 lines
7.4 KiB
C++
/*
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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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#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 "../saveload/saveload.h"
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#include "../thread.h"
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#include "../window_func.h"
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#include "dedicated_v.h"
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#ifdef __OS2__
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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 <conio.h>
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# define INCL_DOS
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# include <os2.h>
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# define STDIN 0 /* file descriptor for standard input */
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/**
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* Switches OpenTTD to a console app at run-time, instead of a PM app
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* Necessary to see stdout, etc.
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*/
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static void OS2_SwitchToConsoleMode()
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{
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PPIB pib;
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PTIB tib;
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DosGetInfoBlocks(&tib, &pib);
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/* Change flag from PM to VIO */
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pib->pib_ultype = 3;
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}
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#endif
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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 char _win_console_thread_buffer[200];
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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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DWORD nb;
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HANDLE hStdin = GetStdHandle(STD_INPUT_HANDLE);
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for (;;) {
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ReadFile(hStdin, _win_console_thread_buffer, lengthof(_win_console_thread_buffer), &nb, nullptr);
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if (nb >= lengthof(_win_console_thread_buffer)) nb = lengthof(_win_console_thread_buffer) - 1;
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_win_console_thread_buffer[nb] = '\0';
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/* Signal input waiting that input is read and wait for it being handled
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* SignalObjectAndWait() should be used here, but it's unsupported in Win98< */
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SetEvent(_hInputReady);
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WaitForSingleObject(_hWaitForInputHandling, INFINITE);
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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 &parm)
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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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#endif
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#ifdef __OS2__
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/* For OS/2 we also need to switch to console mode instead of PM mode */
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OS2_SwitchToConsoleMode();
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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 left, int top, int width, int height) {}
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bool VideoDriver_Dedicated::ChangeResolution(int w, int h) { return false; }
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bool VideoDriver_Dedicated::ToggleFullscreen(bool fs) { return false; }
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#if defined(UNIX) || defined(__OS2__)
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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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static char input_line[1024] = "";
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if (!InputWaiting()) return;
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if (_exit_game) return;
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#if defined(UNIX) || defined(__OS2__)
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if (fgets(input_line, lengthof(input_line), stdin) == nullptr) 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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static_assert(lengthof(_win_console_thread_buffer) <= lengthof(input_line));
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strecpy(input_line, _win_console_thread_buffer, lastof(input_line));
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SetEvent(_hWaitForInputHandling);
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#endif
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/* Remove trailing \r or \n */
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for (char *c = input_line; *c != '\0'; c++) {
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if (*c == '\n' || *c == '\r' || c == lastof(input_line)) {
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*c = '\0';
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break;
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}
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}
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StrMakeValidInPlace(input_line, lastof(input_line));
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IConsoleCmdExec(input_line); // execute command
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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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/* 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, it means that the user used the '-g' options */
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if (_switch_mode != SM_LOAD_GAME) {
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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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