src/video/dedicated_v.c
branchcustombridgeheads
changeset 5643 3778051e8095
parent 5642 bfa6074e2833
child 5648 1608018c5ff2
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/src/video/dedicated_v.c	Wed Jan 03 08:49:36 2007 +0000
@@ -0,0 +1,298 @@
+/* $Id$ */
+
+#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 <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(void)
+{
+	PPIB pib;
+	PTIB tib;
+
+	DosGetInfoBlocks(&tib, &pib);
+
+	// Change flag from PM to VIO
+	pib->pib_ultype = 3;
+}
+#endif
+
+#ifdef 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)
+{
+	_exit_game = true;
+	signal(sig, DedicatedSignalHandler);
+}
+#endif
+
+#ifdef WIN32
+#include <windows.h> /* GetTickCount */
+#include <conio.h>
+#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(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 next_tick;
+	uint32 cur_ticks;
+
+	next_tick = GetTime() + 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) {
+		InteractiveRandom(); // randomness
+
+		if (!_dedicated_forks)
+			DedicatedHandleKeyInput();
+
+		cur_ticks = GetTime();
+
+		if (cur_ticks >= next_tick) {
+			next_tick += 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 */