/* $Id$ */ #include "../stdafx.h" #ifdef ENABLE_NETWORK #include "../openttd.h" #include "../debug.h" #include "../functions.h" #include "../gfx.h" #include "../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> 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, 1) ("Windows console thread started..."); } static void CloseWindowsConsoleThread(void) { CloseHandle(_hThread); CloseHandle(_hInputReady); CloseHandle(_hWaitForInputHandling); DEBUG(driver, 1) ("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]); _debug_net_level = 6; _debug_misc_level = 0; #ifdef WIN32 // For win32 we need to allocate an console (debug mode does the same) CreateConsole(); CreateWindowsConsoleThread(); SetConsoleTitle("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__) fgets(input_line, lengthof(input_line), stdin); #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 = OWNER_SPECTATOR; _local_player = OWNER_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, 1)("Dedicated server could not be launched. 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 */