# dedicated_v.cpp

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    00001 /* $Id$ */
    00002
    00003 /*
    00004  * This file is part of OpenTTD.
    00005  * 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.
    00006  * 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.
    00007  * 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/>.
    00008  */
    00009
    00012 #include "../stdafx.h"
    00013
    00014 #ifdef ENABLE_NETWORK
    00015
    00016 #include "../openttd.h"
    00017 #include "../gfx_func.h"
    00018 #include "../network/network_internal.h"
    00019 #include "../console_func.h"
    00020 #include "../variables.h"
    00021 #include "../genworld.h"
    00022 #include "../fileio_type.h"
    00023 #include "../fios.h"
    00024 #include "../blitter/factory.hpp"
    00025 #include "../company_func.h"
    00026 #include "../core/random_func.hpp"
    00027 #include "dedicated_v.h"
    00028
    00029 #ifdef BEOS_NET_SERVER
    00030 #include <net/socket.h>
    00031 #endif
    00032
    00033 #ifdef __OS2__
    00034 # include <sys/time.h> /* gettimeofday */
    00035 # include <sys/types.h>
    00036 # include <unistd.h>
    00037 # include <conio.h>
    00038
    00039 # define INCL_DOS
    00040 # include <os2.h>
    00041
    00042 # define STDIN 0  /* file descriptor for standard input */
    00043
    00047 static void OS2_SwitchToConsoleMode()
    00048 {
    00049   PPIB pib;
    00050   PTIB tib;
    00051
    00052   DosGetInfoBlocks(&tib, &pib);
    00053
    00054   /* Change flag from PM to VIO */
    00055   pib->pib_ultype = 3;
    00056 }
    00057 #endif
    00058
    00059 #if defined(UNIX) || defined(PSP)
    00060 # include <sys/time.h> /* gettimeofday */
    00061 # include <sys/types.h>
    00062 # include <unistd.h>
    00063 # include <signal.h>
    00064 # define STDIN 0  /* file descriptor for standard input */
    00065 # if defined(PSP)
    00066 #   include <sys/fd_set.h>
    00067 #   include <sys/select.h>
    00068 # endif /* PSP */
    00069
    00070 /* Signal handlers */
    00071 static void DedicatedSignalHandler(int sig)
    00072 {
    00073   _exit_game = true;
    00074   signal(sig, DedicatedSignalHandler);
    00075 }
    00076 #endif
    00077
    00078 #if defined(WIN32)
    00079 # include <windows.h> /* GetTickCount */
    00080 # if !defined(WINCE)
    00081 #  include <conio.h>
    00082 # endif
    00083 # include <time.h>
    00084 # include <tchar.h>
    00085 static HANDLE _hInputReady, _hWaitForInputHandling;
    00086 static HANDLE _hThread; // Thread to close
    00087 static char _win_console_thread_buffer[200];
    00088
    00089 /* Windows Console thread. Just loop and signal when input has been received */
    00090 static void WINAPI CheckForConsoleInput()
    00091 {
    00092 #if defined(WINCE)
    00093   /* WinCE doesn't support console stuff */
    00094   return;
    00095 #else
    00096   DWORD nb;
    00097   HANDLE hStdin = GetStdHandle(STD_INPUT_HANDLE);
    00098   while (true) {
    00099     ReadFile(hStdin, _win_console_thread_buffer, lengthof(_win_console_thread_buffer), &nb, NULL);
    00100     /* Signal input waiting that input is read and wait for it being handled
    00101      * SignalObjectAndWait() should be used here, but it's unsupported in Win98< */
    00102     SetEvent(_hInputReady);
    00103     WaitForSingleObject(_hWaitForInputHandling, INFINITE);
    00104   }
    00105 #endif
    00106 }
    00107
    00108 static void CreateWindowsConsoleThread()
    00109 {
    00110   DWORD dwThreadId;
    00111   /* Create event to signal when console input is ready */
    00112   _hInputReady = CreateEvent(NULL, false, false, NULL);
    00113   _hWaitForInputHandling = CreateEvent(NULL, false, false, NULL);
    00114   if (_hInputReady == NULL || _hWaitForInputHandling == NULL) usererror("Cannot create console event!");
    00115
    00116   _hThread = CreateThread(NULL, 0, (LPTHREAD_START_ROUTINE)CheckForConsoleInput, NULL, 0, &dwThreadId);
    00117   if (_hThread == NULL) usererror("Cannot create console thread!");
    00118
    00119   DEBUG(driver, 2, "Windows console thread started");
    00120 }
    00121
    00122 static void CloseWindowsConsoleThread()
    00123 {
    00124   CloseHandle(_hThread);
    00125   CloseHandle(_hInputReady);
    00126   CloseHandle(_hWaitForInputHandling);
    00127   DEBUG(driver, 2, "Windows console thread shut down");
    00128 }
    00129
    00130 #endif
    00131
    00132
    00133 static void *_dedicated_video_mem;
    00134
    00135 extern bool SafeSaveOrLoad(const char *filename, int mode, GameMode newgm, Subdirectory subdir);
    00136 extern void SwitchToMode(SwitchMode new_mode);
    00137
    00138 static FVideoDriver_Dedicated iFVideoDriver_Dedicated;
    00139
    00140
    00141 const char *VideoDriver_Dedicated::Start(const char * const *parm)
    00142 {
    00143   int bpp = BlitterFactoryBase::GetCurrentBlitter()->GetScreenDepth();
    00144   _dedicated_video_mem = (bpp == 0) ? NULL : MallocT<byte>(_cur_resolution.width * _cur_resolution.height * (bpp / 8));
    00145
    00146   _screen.width  = _screen.pitch = _cur_resolution.width;
    00147   _screen.height = _cur_resolution.height;
    00148   _screen.dst_ptr = _dedicated_video_mem;
    00149   ScreenSizeChanged();
    00150
    00151 #if defined(WINCE)
    00152   /* WinCE doesn't support console stuff */
    00153 #elif defined(WIN32)
    00154   /* For win32 we need to allocate a console (debug mode does the same) */
    00155   CreateConsole();
    00156   CreateWindowsConsoleThread();
    00157   SetConsoleTitle(_T("OpenTTD Dedicated Server"));
    00158 #endif
    00159
    00160 #ifdef __OS2__
    00161   /* For OS/2 we also need to switch to console mode instead of PM mode */
    00162   OS2_SwitchToConsoleMode();
    00163 #endif
    00164
    00165   DEBUG(driver, 1, "Loading dedicated server");
    00166   return NULL;
    00167 }
    00168
    00169 void VideoDriver_Dedicated::Stop()
    00170 {
    00171 #ifdef WIN32
    00172   CloseWindowsConsoleThread();
    00173 #endif
    00174   free(_dedicated_video_mem);
    00175 }
    00176
    00177 void VideoDriver_Dedicated::MakeDirty(int left, int top, int width, int height) {}
    00178 bool VideoDriver_Dedicated::ChangeResolution(int w, int h) { return false; }
    00179 bool VideoDriver_Dedicated::ToggleFullscreen(bool fs) { return false; }
    00180
    00181 #if defined(UNIX) || defined(__OS2__) || defined(PSP)
    00182 static bool InputWaiting()
    00183 {
    00184   struct timeval tv;
    00185   fd_set readfds;
    00186
    00187   tv.tv_sec = 0;
    00188   tv.tv_usec = 1;
    00189
    00190   FD_ZERO(&readfds);
    00191   FD_SET(STDIN, &readfds);
    00192
    00193   /* don't care about writefds and exceptfds: */
    00194   return select(STDIN + 1, &readfds, NULL, NULL, &tv) > 0;
    00195 }
    00196
    00197 static uint32 GetTime()
    00198 {
    00199   struct timeval tim;
    00200
    00201   gettimeofday(&tim, NULL);
    00202   return tim.tv_usec / 1000 + tim.tv_sec * 1000;
    00203 }
    00204
    00205 #else
    00206
    00207 static bool InputWaiting()
    00208 {
    00209   return WaitForSingleObject(_hInputReady, 1) == WAIT_OBJECT_0;
    00210 }
    00211
    00212 static uint32 GetTime()
    00213 {
    00214   return GetTickCount();
    00215 }
    00216
    00217 #endif
    00218
    00219 static void DedicatedHandleKeyInput()
    00220 {
    00221   static char input_line[1024] = "";
    00222
    00223   if (!InputWaiting()) return;
    00224
    00225   if (_exit_game) return;
    00226
    00227 #if defined(UNIX) || defined(__OS2__) || defined(PSP)
    00228   if (fgets(input_line, lengthof(input_line), stdin) == NULL) return;
    00229 #else
    00230   /* Handle console input, and singal console thread, it can accept input again */
    00231   assert_compile(lengthof(_win_console_thread_buffer) <= lengthof(input_line));
    00232   strecpy(input_line, _win_console_thread_buffer, lastof(input_line));
    00233   SetEvent(_hWaitForInputHandling);
    00234 #endif
    00235
    00236   /* strtok() does not 'forget' \r\n if the string starts with it,
    00237    * so we have to manually remove that! */
    00238   strtok(input_line, "\r\n");
    00239   for (char *c = input_line; *c != '\0'; c++) {
    00240     if (*c == '\n' || *c == '\r' || c == lastof(input_line)) {
    00241       *c = '\0';
    00242       break;
    00243     }
    00244   }
    00245   str_validate(input_line, lastof(input_line));
    00246
    00247   IConsoleCmdExec(input_line); // execute command
    00248 }
    00249
    00250 void VideoDriver_Dedicated::MainLoop()
    00251 {
    00252   uint32 cur_ticks = GetTime();
    00253   uint32 next_tick = cur_ticks + 30;
    00254
    00255   /* Signal handlers */
    00256 #if defined(UNIX) || defined(PSP)
    00257   signal(SIGTERM, DedicatedSignalHandler);
    00258   signal(SIGINT, DedicatedSignalHandler);
    00259   signal(SIGQUIT, DedicatedSignalHandler);
    00260 #endif
    00261
    00262   /* Load the dedicated server stuff */
    00263   _is_network_server = true;
    00264   _network_dedicated = true;
    00265   _local_company = COMPANY_SPECTATOR;
    00266
    00267   /* If SwitchMode is SM_LOAD, it means that the user used the '-g' options */
    00268   if (_switch_mode != SM_LOAD) {
    00269     StartNewGameWithoutGUI(GENERATE_NEW_SEED);
    00270     SwitchToMode(_switch_mode);
    00271     _switch_mode = SM_NONE;
    00272   } else {
    00273     _switch_mode = SM_NONE;
    00274     /* First we need to test if the savegame can be loaded, else we will end up playing the
    00275      *  intro game... */
    00276     if (!SafeSaveOrLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_NORMAL, BASE_DIR)) {
    00277       /* Loading failed, pop out.. */
    00278       DEBUG(net, 0, "Loading requested map failed, aborting");
    00279       _networking = false;
    00280     } else {
    00281       /* We can load this game, so go ahead */
    00282       SwitchToMode(SM_LOAD);
    00283     }
    00284   }
    00285
    00286   /* Done loading, start game! */
    00287
    00288   if (!_networking) {
    00289     DEBUG(net, 0, "Dedicated server could not be started, aborting");
    00290     return;
    00291   }
    00292
    00293   while (!_exit_game) {
    00294     uint32 prev_cur_ticks = cur_ticks; // to check for wrapping
    00295     InteractiveRandom(); // randomness
    00296
    00297     if (!_dedicated_forks)
    00298       DedicatedHandleKeyInput();
    00299
    00300     cur_ticks = GetTime();
    00301     _realtime_tick += cur_ticks - prev_cur_ticks;
    00302     if (cur_ticks >= next_tick || cur_ticks < prev_cur_ticks) {
    00303       next_tick = cur_ticks + 30;
    00304
    00305       GameLoop();
    00306       UpdateWindows();
    00307     }
    00308     CSleep(1);
    00309   }
    00310 }
    00311
    00312 #endif /* ENABLE_NETWORK */