diff --git a/src/video/dedicated_v.c b/src/video/dedicated_v.c deleted file mode 100644 --- a/src/video/dedicated_v.c +++ /dev/null @@ -1,296 +0,0 @@ -/* $Id$ */ - -#include "../stdafx.h" - -#ifdef ENABLE_NETWORK - -#include "../openttd.h" -#include "../debug.h" -#include "../functions.h" -#include "../gfx.h" -#include "../network/network.h" -#include "../window.h" -#include "../console.h" -#include "../variables.h" -#include "../genworld.h" -#include "dedicated_v.h" - -#ifdef BEOS_NET_SERVER -#include -#endif - -#ifdef __OS2__ -# include /* gettimeofday */ -# include -# include -# include - -# define INCL_DOS -# include - -# 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 /* gettimeofday */ -# include -# include -# include -# 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 /* GetTickCount */ -#include -#include -#include -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, 2, "Windows console thread started"); -} - -static void CloseWindowsConsoleThread(void) -{ - CloseHandle(_hThread); - CloseHandle(_hInputReady); - CloseHandle(_hWaitForInputHandling); - DEBUG(driver, 2, "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]); - - SetDebugString("net=6"); - -#ifdef 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; -} - -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__) - if (fgets(input_line, lengthof(input_line), stdin) == NULL) return; -#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 cur_ticks = GetTime(); - uint32 next_tick = cur_ticks + 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 = PLAYER_SPECTATOR; - _local_player = PLAYER_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, 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(); - if (cur_ticks >= next_tick || cur_ticks < prev_cur_ticks) { - next_tick = cur_ticks + 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 */