Files @ r17613:a9b2554a5d79
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Location: cpp/openttd-patchpack/source/src/video/dedicated_v.cpp - annotation

rubidium
(svn r22387) -Fix-ish [FS#4601]: Windows' recv seems to return "graceful closed" before having passed the remaining buffer which causes OpenTTD to think all connections are "incorrectly" terminated, i.e. without the "I'm leaving" packet from the client. So let the client wait a tiny bit after sending the "I'm leaving" packet and before gracefully closing the connection
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/* $Id$ */

/*
 * 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);
extern void SwitchToMode(SwitchMode new_mode);

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 __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, it means that the user used the '-g' options */
	if (_switch_mode != SM_LOAD) {
		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);
		}
	}

	/* 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 */