/* * 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" #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 "../thread.h" #include "../window_func.h" #include "dedicated_v.h" #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) # include /* gettimeofday */ # include # include # include # define STDIN 0 /* file descriptor for standard input */ /* 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 */ # include # include # include # include "../os/windows/win32.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() { SetCurrentThreadName("ottd:win-console"); DWORD nb; HANDLE hStdin = GetStdHandle(STD_INPUT_HANDLE); for (;;) { ReadFile(hStdin, _win_console_thread_buffer, lengthof(_win_console_thread_buffer), &nb, nullptr); if (nb >= lengthof(_win_console_thread_buffer)) nb = lengthof(_win_console_thread_buffer) - 1; _win_console_thread_buffer[nb] = '\0'; /* 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() { DWORD dwThreadId; /* Create event to signal when console input is ready */ _hInputReady = CreateEvent(nullptr, false, false, nullptr); _hWaitForInputHandling = CreateEvent(nullptr, false, false, nullptr); if (_hInputReady == nullptr || _hWaitForInputHandling == nullptr) usererror("Cannot create console event!"); _hThread = CreateThread(nullptr, 0, (LPTHREAD_START_ROUTINE)CheckForConsoleInput, nullptr, 0, &dwThreadId); if (_hThread == nullptr) 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 std::string &filename, SaveLoadOperation fop, DetailedFileType dft, GameMode newgm, Subdirectory subdir, struct LoadFilter *lf = nullptr); static FVideoDriver_Dedicated iFVideoDriver_Dedicated; const char *VideoDriver_Dedicated::Start(const StringList &parm) { this->UpdateAutoResolution(); int bpp = BlitterFactory::GetCurrentBlitter()->GetScreenDepth(); _dedicated_video_mem = (bpp == 0) ? nullptr : 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(_WIN32) /* For win32 we need to allocate a console (debug mode does the same) */ CreateConsole(); CreateWindowsConsoleThread(); SetConsoleTitle(L"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 nullptr; } 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__) 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, nullptr, nullptr, &tv) > 0; } #else static bool InputWaiting() { return WaitForSingleObject(_hInputReady, 1) == WAIT_OBJECT_0; } #endif static void DedicatedHandleKeyInput() { static char input_line[1024] = ""; if (!InputWaiting()) return; if (_exit_game) return; #if defined(UNIX) || defined(__OS2__) if (fgets(input_line, lengthof(input_line), stdin) == nullptr) return; #else /* Handle console input, and signal console thread, it can accept input again */ static_assert(lengthof(_win_console_thread_buffer) <= lengthof(input_line)); strecpy(input_line, _win_console_thread_buffer, lastof(input_line)); SetEvent(_hWaitForInputHandling); #endif /* Remove trailing \r or \n */ for (char *c = input_line; *c != '\0'; c++) { if (*c == '\n' || *c == '\r' || c == lastof(input_line)) { *c = '\0'; break; } } StrMakeValidInPlace(input_line, lastof(input_line)); IConsoleCmdExec(input_line); // execute command } void VideoDriver_Dedicated::MainLoop() { /* Signal handlers */ #if defined(UNIX) 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); } else { /* First we need to test if the savegame can be loaded, else we will end up playing the * intro game... */ if (SaveOrLoad(_file_to_saveload.name, _file_to_saveload.file_op, _file_to_saveload.detail_ftype, BASE_DIR) == SL_ERROR) { /* Loading failed, pop out.. */ Debug(net, 0, "Loading requested map failed; closing server."); return; } else { /* We can load this game, so go ahead */ _switch_mode = SM_LOAD_GAME; } } this->is_game_threaded = false; /* Done loading, start game! */ while (!_exit_game) { if (!_dedicated_forks) DedicatedHandleKeyInput(); this->DrainCommandQueue(); ChangeGameSpeed(_ddc_fastforward); this->Tick(); this->SleepTillNextTick(); } }