diff --git a/src/video/dedicated_v.cpp b/src/video/dedicated_v.cpp new file mode 100644 --- /dev/null +++ b/src/video/dedicated_v.cpp @@ -0,0 +1,296 @@ +/* $Id$ */ + +#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 */