# dedicated_v.cpp

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    00001 /* $Id: dedicated_v.cpp 26543 2014-04-29 18:35:01Z frosch $ */
    00002
    00003 /*
    00004  * This file is part of OpenTTD.
    00005  * 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.
    00006  * 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.
    00007  * 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/>.
    00008  */
    00009
    00012 #include "../stdafx.h"
    00013
    00014 #ifdef ENABLE_NETWORK
    00015
    00016 #include "../gfx_func.h"
    00017 #include "../network/network.h"
    00018 #include "../network/network_internal.h"
    00019 #include "../console_func.h"
    00020 #include "../genworld.h"
    00021 #include "../fileio_type.h"
    00022 #include "../fios.h"
    00023 #include "../blitter/factory.hpp"
    00024 #include "../company_func.h"
    00025 #include "../core/random_func.hpp"
    00026 #include "../saveload/saveload.h"
    00027 #include "dedicated_v.h"
    00028
    00029 #ifdef BEOS_NET_SERVER
    00030 #include <net/socket.h>
    00031 #endif
    00032
    00033 #ifdef __OS2__
    00034 # include <sys/time.h> /* gettimeofday */
    00035 # include <sys/types.h>
    00036 # include <unistd.h>
    00037 # include <conio.h>
    00038
    00039 # define INCL_DOS
    00040 # include <os2.h>
    00041
    00042 # define STDIN 0  /* file descriptor for standard input */
    00043
    00048 static void OS2_SwitchToConsoleMode()
    00049 {
    00050   PPIB pib;
    00051   PTIB tib;
    00052
    00053   DosGetInfoBlocks(&tib, &pib);
    00054
    00055   /* Change flag from PM to VIO */
    00056   pib->pib_ultype = 3;
    00057 }
    00058 #endif
    00059
    00060 #if defined(UNIX) || defined(PSP)
    00061 # include <sys/time.h> /* gettimeofday */
    00062 # include <sys/types.h>
    00063 # include <unistd.h>
    00064 # include <signal.h>
    00065 # define STDIN 0  /* file descriptor for standard input */
    00066 # if defined(PSP)
    00067 #   include <sys/fd_set.h>
    00068 #   include <sys/select.h>
    00069 # endif /* PSP */
    00070
    00071 /* Signal handlers */
    00072 static void DedicatedSignalHandler(int sig)
    00073 {
    00074   if (_game_mode == GM_NORMAL && _settings_client.gui.autosave_on_exit) DoExitSave();
    00075   _exit_game = true;
    00076   signal(sig, DedicatedSignalHandler);
    00077 }
    00078 #endif
    00079
    00080 #if defined(WIN32)
    00081 # include <windows.h> /* GetTickCount */
    00082 # if !defined(WINCE)
    00083 #  include <conio.h>
    00084 # endif
    00085 # include <time.h>
    00086 # include <tchar.h>
    00087 static HANDLE _hInputReady, _hWaitForInputHandling;
    00088 static HANDLE _hThread; // Thread to close
    00089 static char _win_console_thread_buffer[200];
    00090
    00091 /* Windows Console thread. Just loop and signal when input has been received */
    00092 static void WINAPI CheckForConsoleInput()
    00093 {
    00094 #if defined(WINCE)
    00095   /* WinCE doesn't support console stuff */
    00096   return;
    00097 #else
    00098   DWORD nb;
    00099   HANDLE hStdin = GetStdHandle(STD_INPUT_HANDLE);
    00100   for (;;) {
    00101     ReadFile(hStdin, _win_console_thread_buffer, lengthof(_win_console_thread_buffer), &nb, NULL);
    00102     if (nb >= lengthof(_win_console_thread_buffer)) nb = lengthof(_win_console_thread_buffer) - 1;
    00103     _win_console_thread_buffer[nb] = '\0';
    00104
    00105     /* Signal input waiting that input is read and wait for it being handled
    00106      * SignalObjectAndWait() should be used here, but it's unsupported in Win98< */
    00107     SetEvent(_hInputReady);
    00108     WaitForSingleObject(_hWaitForInputHandling, INFINITE);
    00109   }
    00110 #endif
    00111 }
    00112
    00113 static void CreateWindowsConsoleThread()
    00114 {
    00115   DWORD dwThreadId;
    00116   /* Create event to signal when console input is ready */
    00117   _hInputReady = CreateEvent(NULL, false, false, NULL);
    00118   _hWaitForInputHandling = CreateEvent(NULL, false, false, NULL);
    00119   if (_hInputReady == NULL || _hWaitForInputHandling == NULL) usererror("Cannot create console event!");
    00120
    00121   _hThread = CreateThread(NULL, 0, (LPTHREAD_START_ROUTINE)CheckForConsoleInput, NULL, 0, &dwThreadId);
    00122   if (_hThread == NULL) usererror("Cannot create console thread!");
    00123
    00124   DEBUG(driver, 2, "Windows console thread started");
    00125 }
    00126
    00127 static void CloseWindowsConsoleThread()
    00128 {
    00129   CloseHandle(_hThread);
    00130   CloseHandle(_hInputReady);
    00131   CloseHandle(_hWaitForInputHandling);
    00132   DEBUG(driver, 2, "Windows console thread shut down");
    00133 }
    00134
    00135 #endif
    00136
    00137
    00138 static void *_dedicated_video_mem;
    00139
    00140 /* Whether a fork has been done. */
    00141 bool _dedicated_forks;
    00142
    00143 extern bool SafeLoad(const char *filename, int mode, GameMode newgm, Subdirectory subdir, struct LoadFilter *lf = NULL);
    00144
    00145 static FVideoDriver_Dedicated iFVideoDriver_Dedicated;
    00146
    00147
    00148 const char *VideoDriver_Dedicated::Start(const char * const *parm)
    00149 {
    00150   int bpp = BlitterFactory::GetCurrentBlitter()->GetScreenDepth();
    00151   _dedicated_video_mem = (bpp == 0) ? NULL : MallocT<byte>(_cur_resolution.width * _cur_resolution.height * (bpp / 8));
    00152
    00153   _screen.width  = _screen.pitch = _cur_resolution.width;
    00154   _screen.height = _cur_resolution.height;
    00155   _screen.dst_ptr = _dedicated_video_mem;
    00156   ScreenSizeChanged();
    00157   BlitterFactory::GetCurrentBlitter()->PostResize();
    00158
    00159 #if defined(WINCE)
    00160   /* WinCE doesn't support console stuff */
    00161 #elif defined(WIN32)
    00162   /* For win32 we need to allocate a console (debug mode does the same) */
    00163   CreateConsole();
    00164   CreateWindowsConsoleThread();
    00165   SetConsoleTitle(_T("OpenTTD Dedicated Server"));
    00166 #endif
    00167
    00168 #ifdef _MSC_VER
    00169   /* Disable the MSVC assertion message box. */
    00170   _set_error_mode(_OUT_TO_STDERR);
    00171 #endif
    00172
    00173 #ifdef __OS2__
    00174   /* For OS/2 we also need to switch to console mode instead of PM mode */
    00175   OS2_SwitchToConsoleMode();
    00176 #endif
    00177
    00178   DEBUG(driver, 1, "Loading dedicated server");
    00179   return NULL;
    00180 }
    00181
    00182 void VideoDriver_Dedicated::Stop()
    00183 {
    00184 #ifdef WIN32
    00185   CloseWindowsConsoleThread();
    00186 #endif
    00187   free(_dedicated_video_mem);
    00188 }
    00189
    00190 void VideoDriver_Dedicated::MakeDirty(int left, int top, int width, int height) {}
    00191 bool VideoDriver_Dedicated::ChangeResolution(int w, int h) { return false; }
    00192 bool VideoDriver_Dedicated::ToggleFullscreen(bool fs) { return false; }
    00193
    00194 #if defined(UNIX) || defined(__OS2__) || defined(PSP)
    00195 static bool InputWaiting()
    00196 {
    00197   struct timeval tv;
    00198   fd_set readfds;
    00199
    00200   tv.tv_sec = 0;
    00201   tv.tv_usec = 1;
    00202
    00203   FD_ZERO(&readfds);
    00204   FD_SET(STDIN, &readfds);
    00205
    00206   /* don't care about writefds and exceptfds: */
    00207   return select(STDIN + 1, &readfds, NULL, NULL, &tv) > 0;
    00208 }
    00209
    00210 static uint32 GetTime()
    00211 {
    00212   struct timeval tim;
    00213
    00214   gettimeofday(&tim, NULL);
    00215   return tim.tv_usec / 1000 + tim.tv_sec * 1000;
    00216 }
    00217
    00218 #else
    00219
    00220 static bool InputWaiting()
    00221 {
    00222   return WaitForSingleObject(_hInputReady, 1) == WAIT_OBJECT_0;
    00223 }
    00224
    00225 static uint32 GetTime()
    00226 {
    00227   return GetTickCount();
    00228 }
    00229
    00230 #endif
    00231
    00232 static void DedicatedHandleKeyInput()
    00233 {
    00234   static char input_line[1024] = "";
    00235
    00236   if (!InputWaiting()) return;
    00237
    00238   if (_exit_game) return;
    00239
    00240 #if defined(UNIX) || defined(__OS2__) || defined(PSP)
    00241   if (fgets(input_line, lengthof(input_line), stdin) == NULL) return;
    00242 #else
    00243   /* Handle console input, and signal console thread, it can accept input again */
    00244   assert_compile(lengthof(_win_console_thread_buffer) <= lengthof(input_line));
    00245   strecpy(input_line, _win_console_thread_buffer, lastof(input_line));
    00246   SetEvent(_hWaitForInputHandling);
    00247 #endif
    00248
    00249   /* Remove trailing \r or \n */
    00250   for (char *c = input_line; *c != '\0'; c++) {
    00251     if (*c == '\n' || *c == '\r' || c == lastof(input_line)) {
    00252       *c = '\0';
    00253       break;
    00254     }
    00255   }
    00256   str_validate(input_line, lastof(input_line));
    00257
    00258   IConsoleCmdExec(input_line); // execute command
    00259 }
    00260
    00261 void VideoDriver_Dedicated::MainLoop()
    00262 {
    00263   uint32 cur_ticks = GetTime();
    00264   uint32 next_tick = cur_ticks + MILLISECONDS_PER_TICK;
    00265
    00266   /* Signal handlers */
    00267 #if defined(UNIX) || defined(PSP)
    00268   signal(SIGTERM, DedicatedSignalHandler);
    00269   signal(SIGINT, DedicatedSignalHandler);
    00270   signal(SIGQUIT, DedicatedSignalHandler);
    00271 #endif
    00272
    00273   /* Load the dedicated server stuff */
    00274   _is_network_server = true;
    00275   _network_dedicated = true;
    00276   _current_company = _local_company = COMPANY_SPECTATOR;
    00277
    00278   /* If SwitchMode is SM_LOAD_GAME, it means that the user used the '-g' options */
    00279   if (_switch_mode != SM_LOAD_GAME) {
    00280     StartNewGameWithoutGUI(GENERATE_NEW_SEED);
    00281     SwitchToMode(_switch_mode);
    00282     _switch_mode = SM_NONE;
    00283   } else {
    00284     _switch_mode = SM_NONE;
    00285     /* First we need to test if the savegame can be loaded, else we will end up playing the
    00286      *  intro game... */
    00287     if (!SafeLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_NORMAL, BASE_DIR)) {
    00288       /* Loading failed, pop out.. */
    00289       DEBUG(net, 0, "Loading requested map failed, aborting");
    00290       _networking = false;
    00291     } else {
    00292       /* We can load this game, so go ahead */
    00293       SwitchToMode(SM_LOAD_GAME);
    00294     }
    00295   }
    00296
    00297   /* Done loading, start game! */
    00298
    00299   if (!_networking) {
    00300     DEBUG(net, 0, "Dedicated server could not be started, aborting");
    00301     return;
    00302   }
    00303
    00304   while (!_exit_game) {
    00305     uint32 prev_cur_ticks = cur_ticks; // to check for wrapping
    00306     InteractiveRandom(); // randomness
    00307
    00308     if (!_dedicated_forks) DedicatedHandleKeyInput();
    00309
    00310     cur_ticks = GetTime();
    00311     _realtime_tick += cur_ticks - prev_cur_ticks;
    00312     if (cur_ticks >= next_tick || cur_ticks < prev_cur_ticks || _ddc_fastforward) {
    00313       next_tick = cur_ticks + MILLISECONDS_PER_TICK;
    00314
    00315       GameLoop();
    00316       UpdateWindows();
    00317     }
    00318
    00319     /* Don't sleep when fast forwarding (for desync debugging) */
    00320     if (!_ddc_fastforward) CSleep(1);
    00321   }
    00322 }
    00323
    00324 #endif /* ENABLE_NETWORK */