mirror of
https://github.com/JGRennison/OpenTTD-patches.git
synced 2024-11-16 00:12:51 +00:00
335 lines
8.9 KiB
C++
335 lines
8.9 KiB
C++
/* $Id$ */
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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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#ifdef ENABLE_NETWORK
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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 "dedicated_v.h"
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#ifdef BEOS_NET_SERVER
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#include <net/socket.h>
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#endif
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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) || defined(PSP)
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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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# if defined(PSP)
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# include <sys/fd_set.h>
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# include <sys/select.h>
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# endif /* PSP */
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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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# if !defined(WINCE)
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# include <conio.h>
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# endif
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# include <time.h>
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# include <tchar.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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#if defined(WINCE)
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/* WinCE doesn't support console stuff */
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return;
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#else
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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, NULL);
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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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#endif
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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(NULL, false, false, NULL);
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_hWaitForInputHandling = CreateEvent(NULL, false, false, NULL);
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if (_hInputReady == NULL || _hWaitForInputHandling == NULL) usererror("Cannot create console event!");
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_hThread = CreateThread(NULL, 0, (LPTHREAD_START_ROUTINE)CheckForConsoleInput, NULL, 0, &dwThreadId);
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if (_hThread == NULL) 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 char *filename, int mode, GameMode newgm, Subdirectory subdir, struct LoadFilter *lf = NULL);
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static FVideoDriver_Dedicated iFVideoDriver_Dedicated;
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const char *VideoDriver_Dedicated::Start(const char * const *parm)
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{
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int bpp = BlitterFactory::GetCurrentBlitter()->GetScreenDepth();
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_dedicated_video_mem = (bpp == 0) ? NULL : MallocT<byte>(_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(WINCE)
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/* WinCE doesn't support console stuff */
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#elif 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(_T("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 NULL;
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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__) || defined(PSP)
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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, NULL, NULL, &tv) > 0;
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}
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static uint32 GetTime()
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{
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struct timeval tim;
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gettimeofday(&tim, NULL);
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return tim.tv_usec / 1000 + tim.tv_sec * 1000;
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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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static uint32 GetTime()
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{
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return GetTickCount();
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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__) || defined(PSP)
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if (fgets(input_line, lengthof(input_line), stdin) == NULL) 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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assert_compile(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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str_validate(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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uint32 cur_ticks = GetTime();
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uint32 next_tick = cur_ticks + MILLISECONDS_PER_TICK;
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/* Signal handlers */
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#if defined(UNIX) || defined(PSP)
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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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SwitchToMode(_switch_mode);
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_switch_mode = SM_NONE;
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} else {
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_switch_mode = SM_NONE;
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/* First we need to test if the savegame can be loaded, else we will end up playing the
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* intro game... */
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if (!SafeLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_NORMAL, BASE_DIR)) {
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/* Loading failed, pop out.. */
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DEBUG(net, 0, "Loading requested map failed, aborting");
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_networking = false;
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} else {
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/* We can load this game, so go ahead */
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SwitchToMode(SM_LOAD_GAME);
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}
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}
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/* Done loading, start game! */
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if (!_networking) {
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DEBUG(net, 0, "Dedicated server could not be started, aborting");
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return;
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}
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while (!_exit_game) {
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uint32 prev_cur_ticks = cur_ticks; // to check for wrapping
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InteractiveRandom(); // randomness
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if (!_dedicated_forks) DedicatedHandleKeyInput();
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cur_ticks = GetTime();
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_realtime_tick += cur_ticks - prev_cur_ticks;
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if (cur_ticks >= next_tick || cur_ticks < prev_cur_ticks || _ddc_fastforward) {
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next_tick = cur_ticks + MILLISECONDS_PER_TICK;
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GameLoop();
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UpdateWindows();
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}
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/* Don't sleep when fast forwarding (for desync debugging) */
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if (!_ddc_fastforward) {
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/* Sleep longer on a dedicated server, if the game is paused and no clients connected.
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* That can allow the CPU to better use deep sleep states. */
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if (_pause_mode != 0 && !HasClients()) {
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CSleep(100);
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} else {
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CSleep(1);
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}
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}
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}
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}
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#endif /* ENABLE_NETWORK */
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