Files @ r23483:3733e6b8ff17
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Location: cpp/openttd-patchpack/source/src/video/dedicated_v.cpp

Patric Stout
Remove: ENABLE_NETWORK switch

This switch has been a pain for years. Often disabling broke
compilation, as no developer compiles OpenTTD without, neither do
any of our official binaries.

Additionaly, it has grown so hugely in our codebase, that it
clearly shows that the current solution was a poor one. 350+
instances of "#ifdef ENABLE_NETWORK" were in the code, of which
only ~30 in the networking code itself. The rest were all around
the code to do the right thing, from GUI to NewGRF.

A more proper solution would be to stub all the functions, and
make sure the rest of the code can simply assume network is
available. This was also partially done, and most variables were
correct if networking was disabled. Despite that, often the #ifdefs
were still used.

With the recent removal of DOS, there is also no platform anymore
which we support where networking isn't working out-of-the-box.

All in all, it is time to remove the ENABLE_NETWORK switch. No
replacement is planned, but if you feel we really need this option,
we welcome any Pull Request which implements this in a way that
doesn't crawl through the code like this diff shows we used to.
/* $Id$ */

/*
 * 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"

#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 __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)
#	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 char _win_console_thread_buffer[200];

/* Windows Console thread. Just loop and signal when input has been received */
static void WINAPI CheckForConsoleInput()
{
	SetWin32ThreadName(-1, "ottd:win-console");

	DWORD nb;
	HANDLE hStdin = GetStdHandle(STD_INPUT_HANDLE);
	for (;;) {
		ReadFile(hStdin, _win_console_thread_buffer, lengthof(_win_console_thread_buffer), &nb, NULL);
		if (nb >= lengthof(_win_console_thread_buffer)) nb = lengthof(_win_console_thread_buffer) - 1;
		_win_console_thread_buffer[nb] = '\0';

		/* 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()
{
	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

#include "../safeguards.h"


static void *_dedicated_video_mem;

/* Whether a fork has been done. */
bool _dedicated_forks;

extern bool SafeLoad(const char *filename, SaveLoadOperation fop, DetailedFileType dft, GameMode newgm, Subdirectory subdir, struct LoadFilter *lf = NULL);

static FVideoDriver_Dedicated iFVideoDriver_Dedicated;


const char *VideoDriver_Dedicated::Start(const char * const *parm)
{
	int bpp = BlitterFactory::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();
	BlitterFactory::GetCurrentBlitter()->PostResize();

#if defined(_WIN32)
	/* For win32 we need to allocate a console (debug mode does the same) */
	CreateConsole();
	CreateWindowsConsoleThread();
	SetConsoleTitle(_T("OpenTTD Dedicated Server"));
#endif

#ifdef _MSC_VER
	/* Disable the MSVC assertion message box. */
	_set_error_mode(_OUT_TO_STDERR);
#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__)
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__)
	if (fgets(input_line, lengthof(input_line), stdin) == NULL) return;
#else
	/* Handle console input, and signal 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

	/* Remove trailing \r or \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)
	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);
		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.file_op, _file_to_saveload.detail_ftype, 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_GAME);
		}
	}

	/* 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) {
			/* Sleep longer on a dedicated server, if the game is paused and no clients connected.
			 * That can allow the CPU to better use deep sleep states. */
			if (_pause_mode != 0 && !HasClients()) {
				CSleep(100);
			} else {
				CSleep(1);
			}
		}
	}
}