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-rw-r--r--video/dedicated_v.c298
1 files changed, 0 insertions, 298 deletions
diff --git a/video/dedicated_v.c b/video/dedicated_v.c
deleted file mode 100644
index caa1c8963..000000000
--- a/video/dedicated_v.c
+++ /dev/null
@@ -1,298 +0,0 @@
-/* $Id$ */
-
-#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 */