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-rw-r--r--src/video/dedicated_v.c298
1 files changed, 298 insertions, 0 deletions
diff --git a/src/video/dedicated_v.c b/src/video/dedicated_v.c
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+++ b/src/video/dedicated_v.c
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+/* $Id$ */
+
+#include "../stdafx.h"
+
+#ifdef ENABLE_NETWORK
+
+#include "../openttd.h"
+#include "../debug.h"
+#include "../functions.h"
+#include "../gfx.h"
+#include "../network/network.h"
+#include "../window.h"
+#include "../console.h"
+#include "../variables.h"
+#include "../genworld.h"
+#include "dedicated_v.h"
+
+#ifdef BEOS_NET_SERVER
+#include <net/socket.h>
+#endif
+
+#ifdef __OS2__
+# include <sys/time.h> /* gettimeofday */
+# include <sys/types.h>
+# include <unistd.h>
+# include <conio.h>
+
+# define INCL_DOS
+# include <os2.h>
+
+# 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(void)
+{
+ PPIB pib;
+ PTIB tib;
+
+ DosGetInfoBlocks(&tib, &pib);
+
+ // Change flag from PM to VIO
+ pib->pib_ultype = 3;
+}
+#endif
+
+#ifdef UNIX
+# include <sys/time.h> /* gettimeofday */
+# include <sys/types.h>
+# include <unistd.h>
+# include <signal.h>
+# define STDIN 0 /* file descriptor for standard input */
+
+/* Signal handlers */
+static void DedicatedSignalHandler(int sig)
+{
+ _exit_game = true;
+ signal(sig, DedicatedSignalHandler);
+}
+#endif
+
+#ifdef WIN32
+#include <windows.h> /* GetTickCount */
+#include <conio.h>
+#include <time.h>
+#include <tchar.h>
+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(void)
+{
+ while (true) {
+ fgets(_win_console_thread_buffer, lengthof(_win_console_thread_buffer), stdin);
+ /* 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);
+ }
+}
+
+static void CreateWindowsConsoleThread(void)
+{
+ 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) error("Cannot create console event!");
+
+ _hThread = CreateThread(NULL, 0, (LPTHREAD_START_ROUTINE)CheckForConsoleInput, NULL, 0, &dwThreadId);
+ if (_hThread == NULL) error("Cannot create console thread!");
+
+ DEBUG(driver, 2, "Windows console thread started");
+}
+
+static void CloseWindowsConsoleThread(void)
+{
+ CloseHandle(_hThread);
+ CloseHandle(_hInputReady);
+ CloseHandle(_hWaitForInputHandling);
+ DEBUG(driver, 2, "Windows console thread shut down");
+}
+
+#endif
+
+
+static void *_dedicated_video_mem;
+
+extern bool SafeSaveOrLoad(const char *filename, int mode, int newgm);
+extern void SwitchMode(int new_mode);
+
+
+static const char *DedicatedVideoStart(const char * const *parm)
+{
+ _screen.width = _screen.pitch = _cur_resolution[0];
+ _screen.height = _cur_resolution[1];
+ _dedicated_video_mem = malloc(_cur_resolution[0]*_cur_resolution[1]);
+
+ SetDebugString("net=6");
+
+#ifdef WIN32
+ // For win32 we need to allocate a console (debug mode does the same)
+ CreateConsole();
+ CreateWindowsConsoleThread();
+ SetConsoleTitle(_T("OpenTTD Dedicated Server"));
+#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;
+}
+
+static void DedicatedVideoStop(void)
+{
+#ifdef WIN32
+ CloseWindowsConsoleThread();
+#endif
+ free(_dedicated_video_mem);
+}
+
+static void DedicatedVideoMakeDirty(int left, int top, int width, int height) {}
+static bool DedicatedVideoChangeRes(int w, int h) { return false; }
+static void DedicatedVideoFullScreen(bool fs) {}
+
+#if defined(UNIX) || defined(__OS2__)
+static bool InputWaiting(void)
+{
+ 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(void)
+{
+ struct timeval tim;
+
+ gettimeofday(&tim, NULL);
+ return tim.tv_usec / 1000 + tim.tv_sec * 1000;
+}
+
+#else
+
+static bool InputWaiting(void)
+{
+ return WaitForSingleObject(_hInputReady, 1) == WAIT_OBJECT_0;
+}
+
+static uint32 GetTime(void)
+{
+ return GetTickCount();
+}
+
+#endif
+
+static void DedicatedHandleKeyInput(void)
+{
+ static char input_line[200] = "";
+
+ if (!InputWaiting()) return;
+
+ if (_exit_game) return;
+
+#if defined(UNIX) || defined(__OS2__)
+ if (fgets(input_line, lengthof(input_line), stdin) == NULL) return;
+#else
+ /* Handle console input, and singal console thread, it can accept input again */
+ strncpy(input_line, _win_console_thread_buffer, lengthof(input_line));
+ SetEvent(_hWaitForInputHandling);
+#endif
+
+ /* XXX - strtok() does not 'forget' \n\r if it is the first character! */
+ strtok(input_line, "\r\n"); // Forget about the final \n (or \r)
+ { /* Remove any special control characters */
+ uint i;
+ for (i = 0; i < lengthof(input_line); i++) {
+ if (input_line[i] == '\n' || input_line[i] == '\r') // cut missed beginning '\0'
+ input_line[i] = '\0';
+
+ if (input_line[i] == '\0')
+ break;
+
+ if (!IS_INT_INSIDE(input_line[i], ' ', 256))
+ input_line[i] = ' ';
+ }
+ }
+
+ IConsoleCmdExec(input_line); // execute command
+}
+
+static void DedicatedVideoMainLoop(void)
+{
+ uint32 next_tick;
+ uint32 cur_ticks;
+
+ next_tick = GetTime() + 30;
+
+ /* Signal handlers */
+#ifdef UNIX
+ signal(SIGTERM, DedicatedSignalHandler);
+ signal(SIGINT, DedicatedSignalHandler);
+ signal(SIGQUIT, DedicatedSignalHandler);
+#endif
+
+ // Load the dedicated server stuff
+ _is_network_server = true;
+ _network_dedicated = true;
+ _network_playas = PLAYER_SPECTATOR;
+ _local_player = PLAYER_SPECTATOR;
+
+ /* If SwitchMode is SM_LOAD, it means that the user used the '-g' options */
+ if (_switch_mode != SM_LOAD) {
+ StartNewGameWithoutGUI(GENERATE_NEW_SEED);
+ SwitchMode(_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 (!SafeSaveOrLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_NORMAL)) {
+ /* Loading failed, pop out.. */
+ DEBUG(net, 0, "Loading requested map failed, aborting");
+ _networking = false;
+ } else {
+ /* We can load this game, so go ahead */
+ SwitchMode(SM_LOAD);
+ }
+ }
+
+ // Done loading, start game!
+
+ if (!_networking) {
+ DEBUG(net, 0, "Dedicated server could not be started, aborting");
+ return;
+ }
+
+ while (!_exit_game) {
+ InteractiveRandom(); // randomness
+
+ if (!_dedicated_forks)
+ DedicatedHandleKeyInput();
+
+ cur_ticks = GetTime();
+
+ if (cur_ticks >= next_tick) {
+ next_tick += 30;
+
+ GameLoop();
+ _screen.dst_ptr = _dedicated_video_mem;
+ UpdateWindows();
+ }
+ CSleep(1);
+ }
+}
+
+const HalVideoDriver _dedicated_video_driver = {
+ DedicatedVideoStart,
+ DedicatedVideoStop,
+ DedicatedVideoMakeDirty,
+ DedicatedVideoMainLoop,
+ DedicatedVideoChangeRes,
+ DedicatedVideoFullScreen,
+};
+
+#endif /* ENABLE_NETWORK */