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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 "../fileio.h"
#include "../blitter/blitter.hpp"
#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()
{
PPIB pib;
PTIB tib;
DosGetInfoBlocks(&tib, &pib);
// Change flag from PM to VIO
pib->pib_ultype = 3;
}
#endif
#if defined(UNIX) || defined(PSP)
# include <sys/time.h> /* gettimeofday */
# include <sys/types.h>
# include <unistd.h>
# include <signal.h>
# define STDIN 0 /* file descriptor for standard input */
# if defined(PSP)
# include <sys/fd_set.h>
# include <sys/select.h>
# endif /* PSP */
/* 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()
{
DWORD nb;
HANDLE hStdin = GetStdHandle(STD_INPUT_HANDLE);
while (true) {
ReadFile(hStdin, _win_console_thread_buffer, lengthof(_win_console_thread_buffer), &nb, NULL);
/* 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(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()
{
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, Subdirectory subdir);
extern void SwitchMode(int new_mode);
static const char *DedicatedVideoStart(const char * const *parm)
{
int bpp = BlitterFactoryBase::GetCurrentBlitter()->GetScreenDepth();
if (bpp == 0) _dedicated_video_mem = NULL;
else _dedicated_video_mem = malloc(_cur_resolution[0] * _cur_resolution[1] * (bpp / 8));
_screen.width = _screen.pitch = _cur_resolution[0];
_screen.height = _cur_resolution[1];
_screen.renderer = RendererFactoryBase::SelectRenderer(BlitterFactoryBase::GetCurrentBlitter()->GetRenderer());
if (_screen.renderer == NULL) error("Couldn't load the renderer '%s' the selected blitter depends on", BlitterFactoryBase::GetCurrentBlitter()->GetRenderer());
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()
{
#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__) || defined(PSP)
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, NULL, NULL, &tv) > 0;
}
static uint32 GetTime()
{
struct timeval tim;
gettimeofday(&tim, NULL);
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[200] = "";
if (!InputWaiting()) return;
if (_exit_game) return;
#if defined(UNIX) || defined(__OS2__) || defined(PSP)
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()
{
uint32 cur_ticks = GetTime();
uint32 next_tick = cur_ticks + 30;
/* Signal handlers */
#if defined(UNIX) || defined(PSP)
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, 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 */
SwitchMode(SM_LOAD);
}
}
// 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();
if (cur_ticks >= next_tick || cur_ticks < prev_cur_ticks) {
next_tick = cur_ticks + 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 */
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