(svn r11940) -Codechange: Store short filename once per open file instead of once per sprite cache entry. Not all file types need this, but most of the time no sprite cache entry needed it either.
/* $Id$ */
#include "../stdafx.h"
#ifdef ENABLE_NETWORK
#include "../openttd.h"
#include "../debug.h"
#include "../gfx_func.h"
#include "../network/network.h"
#include "../network/network_internal.h"
#include "../console.h"
#include "../variables.h"
#include "../genworld.h"
#include "../fileio.h"
#include "../fios.h"
#include "../blitter/factory.hpp"
#include "../core/alloc_func.hpp"
#include "../player_func.h"
#include "dedicated_v.h"
#ifdef BEOS_NET_SERVER
#include <net/socket.h>
#endif
#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) || defined(PSP)
# include <sys/time.h> /* gettimeofday */
# include <sys/types.h>
# include <unistd.h>
# include <signal.h>
# define STDIN 0 /* file descriptor for standard input */
# if defined(PSP)
# include <sys/fd_set.h>
# include <sys/select.h>
# endif /* PSP */
/* Signal handlers */
static void DedicatedSignalHandler(int sig)
{
_exit_game = true;
signal(sig, DedicatedSignalHandler);
}
#endif
#if defined(WIN32)
# include <windows.h> /* GetTickCount */
# if !defined(WINCE)
# include <conio.h>
# endif
# include <time.h>
# include <tchar.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()
{
#if defined(WINCE)
/* WinCE doesn't support console stuff */
return;
#else
DWORD nb;
HANDLE hStdin = GetStdHandle(STD_INPUT_HANDLE);
while (true) {
ReadFile(hStdin, _win_console_thread_buffer, lengthof(_win_console_thread_buffer), &nb, NULL);
/* 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);
}
#endif
}
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) 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()
{
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, Subdirectory subdir);
extern void SwitchMode(int new_mode);
static FVideoDriver_Dedicated iFVideoDriver_Dedicated;
const char *VideoDriver_Dedicated::Start(const char * const *parm)
{
int bpp = BlitterFactoryBase::GetCurrentBlitter()->GetScreenDepth();
if (bpp == 0) _dedicated_video_mem = NULL;
else _dedicated_video_mem = MallocT<byte>(_cur_resolution[0] * _cur_resolution[1] * (bpp / 8));
_screen.width = _screen.pitch = _cur_resolution[0];
_screen.height = _cur_resolution[1];
SetDebugString("net=6");
#if defined(WINCE)
/* WinCE doesn't support console stuff */
#elif defined(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;
}
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__) || defined(PSP)
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[200] = "";
if (!InputWaiting()) return;
if (_exit_game) return;
#if defined(UNIX) || defined(__OS2__) || defined(PSP)
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 (!IsInsideMM(input_line[i], ' ', 256))
input_line[i] = ' ';
}
}
IConsoleCmdExec(input_line); // execute command
}
void VideoDriver_Dedicated::MainLoop()
{
uint32 cur_ticks = GetTime();
uint32 next_tick = cur_ticks + 30;
/* Signal handlers */
#if defined(UNIX) || defined(PSP)
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, 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 */
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);
}
}
#endif /* ENABLE_NETWORK */