dedicated_v.cpp

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00001 /* $Id: dedicated_v.cpp 20870 2010-10-02 14:34:00Z rubidium $ */
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 "../gfx_func.h"
00017 #include "../network/network.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 "../saveload/saveload.h"
00028 #include "../settings_type.h"
00029 #include "dedicated_v.h"
00030 
00031 #ifdef BEOS_NET_SERVER
00032 #include <net/socket.h>
00033 #endif
00034 
00035 #ifdef __OS2__
00036 # include <sys/time.h> /* gettimeofday */
00037 # include <sys/types.h>
00038 # include <unistd.h>
00039 # include <conio.h>
00040 
00041 # define INCL_DOS
00042 # include <os2.h>
00043 
00044 # define STDIN 0  /* file descriptor for standard input */
00045 
00049 static void OS2_SwitchToConsoleMode()
00050 {
00051   PPIB pib;
00052   PTIB tib;
00053 
00054   DosGetInfoBlocks(&tib, &pib);
00055 
00056   /* Change flag from PM to VIO */
00057   pib->pib_ultype = 3;
00058 }
00059 #endif
00060 
00061 #if defined(UNIX) || defined(PSP)
00062 # include <sys/time.h> /* gettimeofday */
00063 # include <sys/types.h>
00064 # include <unistd.h>
00065 # include <signal.h>
00066 # define STDIN 0  /* file descriptor for standard input */
00067 # if defined(PSP)
00068 #   include <sys/fd_set.h>
00069 #   include <sys/select.h>
00070 # endif /* PSP */
00071 
00072 /* Signal handlers */
00073 static void DedicatedSignalHandler(int sig)
00074 {
00075   if (_game_mode == GM_NORMAL && _settings_client.gui.autosave_on_exit) DoExitSave();
00076   _exit_game = true;
00077   signal(sig, DedicatedSignalHandler);
00078 }
00079 #endif
00080 
00081 #if defined(WIN32)
00082 # include <windows.h> /* GetTickCount */
00083 # if !defined(WINCE)
00084 #  include <conio.h>
00085 # endif
00086 # include <time.h>
00087 # include <tchar.h>
00088 static HANDLE _hInputReady, _hWaitForInputHandling;
00089 static HANDLE _hThread; // Thread to close
00090 static char _win_console_thread_buffer[200];
00091 
00092 /* Windows Console thread. Just loop and signal when input has been received */
00093 static void WINAPI CheckForConsoleInput()
00094 {
00095 #if defined(WINCE)
00096   /* WinCE doesn't support console stuff */
00097   return;
00098 #else
00099   DWORD nb;
00100   HANDLE hStdin = GetStdHandle(STD_INPUT_HANDLE);
00101   while (true) {
00102     ReadFile(hStdin, _win_console_thread_buffer, lengthof(_win_console_thread_buffer), &nb, NULL);
00103     /* Signal input waiting that input is read and wait for it being handled
00104      * SignalObjectAndWait() should be used here, but it's unsupported in Win98< */
00105     SetEvent(_hInputReady);
00106     WaitForSingleObject(_hWaitForInputHandling, INFINITE);
00107   }
00108 #endif
00109 }
00110 
00111 static void CreateWindowsConsoleThread()
00112 {
00113   DWORD dwThreadId;
00114   /* Create event to signal when console input is ready */
00115   _hInputReady = CreateEvent(NULL, false, false, NULL);
00116   _hWaitForInputHandling = CreateEvent(NULL, false, false, NULL);
00117   if (_hInputReady == NULL || _hWaitForInputHandling == NULL) usererror("Cannot create console event!");
00118 
00119   _hThread = CreateThread(NULL, 0, (LPTHREAD_START_ROUTINE)CheckForConsoleInput, NULL, 0, &dwThreadId);
00120   if (_hThread == NULL) usererror("Cannot create console thread!");
00121 
00122   DEBUG(driver, 2, "Windows console thread started");
00123 }
00124 
00125 static void CloseWindowsConsoleThread()
00126 {
00127   CloseHandle(_hThread);
00128   CloseHandle(_hInputReady);
00129   CloseHandle(_hWaitForInputHandling);
00130   DEBUG(driver, 2, "Windows console thread shut down");
00131 }
00132 
00133 #endif
00134 
00135 
00136 static void *_dedicated_video_mem;
00137 
00138 extern bool SafeSaveOrLoad(const char *filename, int mode, GameMode newgm, Subdirectory subdir);
00139 extern void SwitchToMode(SwitchMode new_mode);
00140 
00141 static FVideoDriver_Dedicated iFVideoDriver_Dedicated;
00142 
00143 
00144 const char *VideoDriver_Dedicated::Start(const char * const *parm)
00145 {
00146   int bpp = BlitterFactoryBase::GetCurrentBlitter()->GetScreenDepth();
00147   _dedicated_video_mem = (bpp == 0) ? NULL : MallocT<byte>(_cur_resolution.width * _cur_resolution.height * (bpp / 8));
00148 
00149   _screen.width  = _screen.pitch = _cur_resolution.width;
00150   _screen.height = _cur_resolution.height;
00151   _screen.dst_ptr = _dedicated_video_mem;
00152   ScreenSizeChanged();
00153   BlitterFactoryBase::GetCurrentBlitter()->PostResize();
00154 
00155 #if defined(WINCE)
00156   /* WinCE doesn't support console stuff */
00157 #elif defined(WIN32)
00158   /* For win32 we need to allocate a console (debug mode does the same) */
00159   CreateConsole();
00160   CreateWindowsConsoleThread();
00161   SetConsoleTitle(_T("OpenTTD Dedicated Server"));
00162 #endif
00163 
00164 #ifdef __OS2__
00165   /* For OS/2 we also need to switch to console mode instead of PM mode */
00166   OS2_SwitchToConsoleMode();
00167 #endif
00168 
00169   DEBUG(driver, 1, "Loading dedicated server");
00170   return NULL;
00171 }
00172 
00173 void VideoDriver_Dedicated::Stop()
00174 {
00175 #ifdef WIN32
00176   CloseWindowsConsoleThread();
00177 #endif
00178   free(_dedicated_video_mem);
00179 }
00180 
00181 void VideoDriver_Dedicated::MakeDirty(int left, int top, int width, int height) {}
00182 bool VideoDriver_Dedicated::ChangeResolution(int w, int h) { return false; }
00183 bool VideoDriver_Dedicated::ToggleFullscreen(bool fs) { return false; }
00184 
00185 #if defined(UNIX) || defined(__OS2__) || defined(PSP)
00186 static bool InputWaiting()
00187 {
00188   struct timeval tv;
00189   fd_set readfds;
00190 
00191   tv.tv_sec = 0;
00192   tv.tv_usec = 1;
00193 
00194   FD_ZERO(&readfds);
00195   FD_SET(STDIN, &readfds);
00196 
00197   /* don't care about writefds and exceptfds: */
00198   return select(STDIN + 1, &readfds, NULL, NULL, &tv) > 0;
00199 }
00200 
00201 static uint32 GetTime()
00202 {
00203   struct timeval tim;
00204 
00205   gettimeofday(&tim, NULL);
00206   return tim.tv_usec / 1000 + tim.tv_sec * 1000;
00207 }
00208 
00209 #else
00210 
00211 static bool InputWaiting()
00212 {
00213   return WaitForSingleObject(_hInputReady, 1) == WAIT_OBJECT_0;
00214 }
00215 
00216 static uint32 GetTime()
00217 {
00218   return GetTickCount();
00219 }
00220 
00221 #endif
00222 
00223 static void DedicatedHandleKeyInput()
00224 {
00225   static char input_line[1024] = "";
00226 
00227   if (!InputWaiting()) return;
00228 
00229   if (_exit_game) return;
00230 
00231 #if defined(UNIX) || defined(__OS2__) || defined(PSP)
00232   if (fgets(input_line, lengthof(input_line), stdin) == NULL) return;
00233 #else
00234   /* Handle console input, and singal console thread, it can accept input again */
00235   assert_compile(lengthof(_win_console_thread_buffer) <= lengthof(input_line));
00236   strecpy(input_line, _win_console_thread_buffer, lastof(input_line));
00237   SetEvent(_hWaitForInputHandling);
00238 #endif
00239 
00240   /* strtok() does not 'forget' \r\n if the string starts with it,
00241    * so we have to manually remove that! */
00242   strtok(input_line, "\r\n");
00243   for (char *c = input_line; *c != '\0'; c++) {
00244     if (*c == '\n' || *c == '\r' || c == lastof(input_line)) {
00245       *c = '\0';
00246       break;
00247     }
00248   }
00249   str_validate(input_line, lastof(input_line));
00250 
00251   IConsoleCmdExec(input_line); // execute command
00252 }
00253 
00254 void VideoDriver_Dedicated::MainLoop()
00255 {
00256   uint32 cur_ticks = GetTime();
00257   uint32 next_tick = cur_ticks + 30;
00258 
00259   /* Signal handlers */
00260 #if defined(UNIX) || defined(PSP)
00261   signal(SIGTERM, DedicatedSignalHandler);
00262   signal(SIGINT, DedicatedSignalHandler);
00263   signal(SIGQUIT, DedicatedSignalHandler);
00264 #endif
00265 
00266   /* Load the dedicated server stuff */
00267   _is_network_server = true;
00268   _network_dedicated = true;
00269   _local_company = COMPANY_SPECTATOR;
00270 
00271   /* If SwitchMode is SM_LOAD, it means that the user used the '-g' options */
00272   if (_switch_mode != SM_LOAD) {
00273     StartNewGameWithoutGUI(GENERATE_NEW_SEED);
00274     SwitchToMode(_switch_mode);
00275     _switch_mode = SM_NONE;
00276   } else {
00277     _switch_mode = SM_NONE;
00278     /* First we need to test if the savegame can be loaded, else we will end up playing the
00279      *  intro game... */
00280     if (!SafeSaveOrLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_NORMAL, BASE_DIR)) {
00281       /* Loading failed, pop out.. */
00282       DEBUG(net, 0, "Loading requested map failed, aborting");
00283       _networking = false;
00284     } else {
00285       /* We can load this game, so go ahead */
00286       SwitchToMode(SM_LOAD);
00287     }
00288   }
00289 
00290   /* Done loading, start game! */
00291 
00292   if (!_networking) {
00293     DEBUG(net, 0, "Dedicated server could not be started, aborting");
00294     return;
00295   }
00296 
00297   while (!_exit_game) {
00298     uint32 prev_cur_ticks = cur_ticks; // to check for wrapping
00299     InteractiveRandom(); // randomness
00300 
00301     if (!_dedicated_forks)
00302       DedicatedHandleKeyInput();
00303 
00304     cur_ticks = GetTime();
00305     _realtime_tick += cur_ticks - prev_cur_ticks;
00306     if (cur_ticks >= next_tick || cur_ticks < prev_cur_ticks || _ddc_fastforward) {
00307       next_tick = cur_ticks + 30;
00308 
00309       GameLoop();
00310       UpdateWindows();
00311     }
00312 
00313     /* Don't sleep when fast forwarding (for desync debugging) */
00314     if (!_ddc_fastforward) CSleep(1);
00315   }
00316 }
00317 
00318 #endif /* ENABLE_NETWORK */

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