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Location: cpp/openttd-patchpack/source/src/video/dedicated_v.cpp - annotation
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Codechange: MacOS already has MIN/MAX macros defined
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r5584:545d748cc681 r5584:545d748cc681 r15514:7e3c6c9e07c2 r25439:3b941c9a1b53 r5584:545d748cc681 r24970:1ff44d19fa4a r24855:196c88971d0d r24855:196c88971d0d r5584:545d748cc681 r5584:545d748cc681 | /*
* 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"
#include "../gfx_func.h"
#include "../error_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 "../thread.h"
#include "../window_func.h"
#include <iostream>
#include "dedicated_v.h"
#if defined(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)
{
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 */
# include <conio.h>
# include <time.h>
# include <tchar.h>
# include "../os/windows/win32.h"
static HANDLE _hInputReady, _hWaitForInputHandling;
static HANDLE _hThread; // Thread to close
static std::string _win_console_thread_buffer;
/* Windows Console thread. Just loop and signal when input has been received */
static void WINAPI CheckForConsoleInput()
{
SetCurrentThreadName("ottd:win-console");
for (;;) {
std::getline(std::cin, _win_console_thread_buffer);
/* Signal input waiting that input is read and wait for it being handled. */
SignalObjectAndWait(_hInputReady, _hWaitForInputHandling, INFINITE, FALSE);
}
}
static void CreateWindowsConsoleThread()
{
DWORD dwThreadId;
/* Create event to signal when console input is ready */
_hInputReady = CreateEvent(nullptr, false, false, nullptr);
_hWaitForInputHandling = CreateEvent(nullptr, false, false, nullptr);
if (_hInputReady == nullptr || _hWaitForInputHandling == nullptr) UserError("Cannot create console event!");
_hThread = CreateThread(nullptr, 0, (LPTHREAD_START_ROUTINE)CheckForConsoleInput, nullptr, 0, &dwThreadId);
if (_hThread == nullptr) 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
#include "../safeguards.h"
static void *_dedicated_video_mem;
/* Whether a fork has been done. */
bool _dedicated_forks;
extern bool SafeLoad(const std::string &filename, SaveLoadOperation fop, DetailedFileType dft, GameMode newgm, Subdirectory subdir, struct LoadFilter *lf = nullptr);
static FVideoDriver_Dedicated iFVideoDriver_Dedicated;
const char *VideoDriver_Dedicated::Start(const StringList &)
{
this->UpdateAutoResolution();
int bpp = BlitterFactory::GetCurrentBlitter()->GetScreenDepth();
_dedicated_video_mem = (bpp == 0) ? nullptr : MallocT<byte>(static_cast<size_t>(_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();
BlitterFactory::GetCurrentBlitter()->PostResize();
#if defined(_WIN32)
/* For win32 we need to allocate a console (debug mode does the same) */
CreateConsole();
CreateWindowsConsoleThread();
SetConsoleTitle(L"OpenTTD Dedicated Server");
#endif
#ifdef _MSC_VER
/* Disable the MSVC assertion message box. */
_set_error_mode(_OUT_TO_STDERR);
#endif
Debug(driver, 1, "Loading dedicated server");
return nullptr;
}
void VideoDriver_Dedicated::Stop()
{
#ifdef _WIN32
CloseWindowsConsoleThread();
#endif
free(_dedicated_video_mem);
}
void VideoDriver_Dedicated::MakeDirty(int, int, int, int) {}
bool VideoDriver_Dedicated::ChangeResolution(int, int) { return false; }
bool VideoDriver_Dedicated::ToggleFullscreen(bool) { return false; }
#if defined(UNIX)
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, nullptr, nullptr, &tv) > 0;
}
#else
static bool InputWaiting()
{
return WaitForSingleObject(_hInputReady, 1) == WAIT_OBJECT_0;
}
#endif
static void DedicatedHandleKeyInput()
{
if (!InputWaiting()) return;
if (_exit_game) return;
std::string input_line;
#if defined(UNIX)
if (!std::getline(std::cin, input_line)) return;
#else
/* Handle console input, and signal console thread, it can accept input again */
std::swap(input_line, _win_console_thread_buffer);
SetEvent(_hWaitForInputHandling);
#endif
/* Remove any trailing \r or \n, and ensure the string is valid. */
auto p = input_line.find_last_not_of("\r\n");
if (p != std::string::npos) p++;
IConsoleCmdExec(StrMakeValid(input_line.substr(0, p)));
}
void VideoDriver_Dedicated::MainLoop()
{
/* Signal handlers */
#if defined(UNIX)
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);
}
this->is_game_threaded = false;
/* Done loading, start game! */
while (!_exit_game) {
if (!_dedicated_forks) DedicatedHandleKeyInput();
this->DrainCommandQueue();
ChangeGameSpeed(_ddc_fastforward);
this->Tick();
this->SleepTillNextTick();
}
}
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