Files @ r4603:3b159d0db197
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Location: cpp/openttd-patchpack/source/video/dedicated_v.c - annotation

peter1138
(svn r6455) - Feature: Add 2cc (two company colours) livery schemes. This replaces the original colour selection window and bumps the saveload version. Liveries are supported for all vehicles, not just those with 2cc support. Thanks to lakie for GUI inspiration.
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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.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 */