1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
|
/* $Id$ */
/*
* 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 <http://www.gnu.org/licenses/>.
*/
/** @file dedicated_v.cpp Dedicated server video 'driver'. */
#include "../stdafx.h"
#ifdef ENABLE_NETWORK
#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 "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)
{
if (_game_mode == GM_NORMAL && _settings_client.gui.autosave_on_exit) DoExitSave();
_exit_game = true;
signal(sig, DedicatedSignalHandler);
}
#endif
#if defined(WIN32)
# include <windows.h> /* GetTickCount */
# if !defined(WINCE)
# include <conio.h>
# endif
# 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()
{
#if defined(WINCE)
/* WinCE doesn't support console stuff */
return;
#else
DWORD nb;
HANDLE hStdin = GetStdHandle(STD_INPUT_HANDLE);
for (;;) {
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);
}
#endif
}
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) usererror("Cannot create console event!");
_hThread = CreateThread(NULL, 0, (LPTHREAD_START_ROUTINE)CheckForConsoleInput, NULL, 0, &dwThreadId);
if (_hThread == NULL) 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
static void *_dedicated_video_mem;
/* Whether a fork has been done. */
bool _dedicated_forks;
extern bool SafeLoad(const char *filename, int mode, GameMode newgm, Subdirectory subdir, struct LoadFilter *lf = NULL);
static FVideoDriver_Dedicated iFVideoDriver_Dedicated;
const char *VideoDriver_Dedicated::Start(const char * const *parm)
{
int bpp = BlitterFactoryBase::GetCurrentBlitter()->GetScreenDepth();
_dedicated_video_mem = (bpp == 0) ? NULL : MallocT<byte>(_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();
BlitterFactoryBase::GetCurrentBlitter()->PostResize();
#if defined(WINCE)
/* WinCE doesn't support console stuff */
#elif 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 NULL;
}
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__) || 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[1024] = "";
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 */
assert_compile(lengthof(_win_console_thread_buffer) <= lengthof(input_line));
strecpy(input_line, _win_console_thread_buffer, lastof(input_line));
SetEvent(_hWaitForInputHandling);
#endif
/* strtok() does not 'forget' \r\n if the string starts with it,
* so we have to manually remove that! */
strtok(input_line, "\r\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) || defined(PSP)
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.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 */
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) CSleep(1);
}
}
#endif /* ENABLE_NETWORK */
|