/*
* 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 "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(_T("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;
}
static uint32 GetTime()
{
struct timeval tim;
gettimeofday(&tim, nullptr);
return tim.tv_usec / 1000 + tim.tv_sec * 1000;
}
#else
static bool InputWaiting()
{
return WaitForSingleObject(_hInputReady, 1) == WAIT_OBJECT_0;
}
static uint32 GetTime()
{
return GetTickCount();
}
#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;
}
}
str_validate(input_line, lastof(input_line));
IConsoleCmdExec(input_line); // execute command
}
void VideoDriver_Dedicated::MainLoop()
{
uint32 cur_ticks = GetTime();
uint32 next_tick = cur_ticks + MILLISECONDS_PER_TICK;
/* 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);
SwitchToMode(_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 (!SafeLoad(_file_to_saveload.name, _file_to_saveload.file_op, _file_to_saveload.detail_ftype, GM_NORMAL, BASE_DIR)) {
/* Loading failed, pop out.. */
DEBUG(net, 0, "Loading requested map failed, aborting");
_networking = false;
} else {
/* We can load this game, so go ahead */
SwitchToMode(SM_LOAD_GAME);
}
}
/* Done loading, start game! */
if (!_networking) {
DEBUG(net, 0, "Dedicated server could not be started, aborting");
return;
}
while (!_exit_game) {
uint32 prev_cur_ticks = cur_ticks; // to check for wrapping
InteractiveRandom(); // randomness
if (!_dedicated_forks) DedicatedHandleKeyInput();
cur_ticks = GetTime();
_realtime_tick += cur_ticks - prev_cur_ticks;
if (cur_ticks >= next_tick || cur_ticks < prev_cur_ticks || _ddc_fastforward) {
next_tick = cur_ticks + MILLISECONDS_PER_TICK;
GameLoop();
UpdateWindows();
}
/* Don't sleep when fast forwarding (for desync debugging) */
if (!_ddc_fastforward) {
/* Sleep longer on a dedicated server, if the game is paused and no clients connected.
* That can allow the CPU to better use deep sleep states. */
if (_pause_mode != 0 && !HasClients()) {
CSleep(100);
} else {
CSleep(1);
}
}
}
}