dedicated_v.cpp

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00001 /* $Id: dedicated_v.cpp 16059 2009-04-14 21:07:33Z rubidium $ */
00002 
00005 #include "../stdafx.h"
00006 
00007 #ifdef ENABLE_NETWORK
00008 
00009 #include "../openttd.h"
00010 #include "../gfx_func.h"
00011 #include "../network/network_internal.h"
00012 #include "../console_func.h"
00013 #include "../variables.h"
00014 #include "../genworld.h"
00015 #include "../fileio_type.h"
00016 #include "../fios.h"
00017 #include "../blitter/factory.hpp"
00018 #include "../company_func.h"
00019 #include "../core/random_func.hpp"
00020 #include "dedicated_v.h"
00021 
00022 #ifdef BEOS_NET_SERVER
00023 #include <net/socket.h>
00024 #endif
00025 
00026 #ifdef __OS2__
00027 # include <sys/time.h> /* gettimeofday */
00028 # include <sys/types.h>
00029 # include <unistd.h>
00030 # include <conio.h>
00031 
00032 # define INCL_DOS
00033 # include <os2.h>
00034 
00035 # define STDIN 0  /* file descriptor for standard input */
00036 
00040 static void OS2_SwitchToConsoleMode()
00041 {
00042   PPIB pib;
00043   PTIB tib;
00044 
00045   DosGetInfoBlocks(&tib, &pib);
00046 
00047   /* Change flag from PM to VIO */
00048   pib->pib_ultype = 3;
00049 }
00050 #endif
00051 
00052 #if defined(UNIX) || defined(PSP)
00053 # include <sys/time.h> /* gettimeofday */
00054 # include <sys/types.h>
00055 # include <unistd.h>
00056 # include <signal.h>
00057 # define STDIN 0  /* file descriptor for standard input */
00058 # if defined(PSP)
00059 #   include <sys/fd_set.h>
00060 #   include <sys/select.h>
00061 # endif /* PSP */
00062 
00063 /* Signal handlers */
00064 static void DedicatedSignalHandler(int sig)
00065 {
00066   _exit_game = true;
00067   signal(sig, DedicatedSignalHandler);
00068 }
00069 #endif
00070 
00071 #if defined(WIN32)
00072 # include <windows.h> /* GetTickCount */
00073 # if !defined(WINCE)
00074 #  include <conio.h>
00075 # endif
00076 # include <time.h>
00077 # include <tchar.h>
00078 static HANDLE _hInputReady, _hWaitForInputHandling;
00079 static HANDLE _hThread; // Thread to close
00080 static char _win_console_thread_buffer[200];
00081 
00082 /* Windows Console thread. Just loop and signal when input has been received */
00083 static void WINAPI CheckForConsoleInput()
00084 {
00085 #if defined(WINCE)
00086   /* WinCE doesn't support console stuff */
00087   return;
00088 #else
00089   DWORD nb;
00090   HANDLE hStdin = GetStdHandle(STD_INPUT_HANDLE);
00091   while (true) {
00092     ReadFile(hStdin, _win_console_thread_buffer, lengthof(_win_console_thread_buffer), &nb, NULL);
00093     /* Signal input waiting that input is read and wait for it being handled
00094      * SignalObjectAndWait() should be used here, but it's unsupported in Win98< */
00095     SetEvent(_hInputReady);
00096     WaitForSingleObject(_hWaitForInputHandling, INFINITE);
00097   }
00098 #endif
00099 }
00100 
00101 static void CreateWindowsConsoleThread()
00102 {
00103   DWORD dwThreadId;
00104   /* Create event to signal when console input is ready */
00105   _hInputReady = CreateEvent(NULL, false, false, NULL);
00106   _hWaitForInputHandling = CreateEvent(NULL, false, false, NULL);
00107   if (_hInputReady == NULL || _hWaitForInputHandling == NULL) usererror("Cannot create console event!");
00108 
00109   _hThread = CreateThread(NULL, 0, (LPTHREAD_START_ROUTINE)CheckForConsoleInput, NULL, 0, &dwThreadId);
00110   if (_hThread == NULL) usererror("Cannot create console thread!");
00111 
00112   DEBUG(driver, 2, "Windows console thread started");
00113 }
00114 
00115 static void CloseWindowsConsoleThread()
00116 {
00117   CloseHandle(_hThread);
00118   CloseHandle(_hInputReady);
00119   CloseHandle(_hWaitForInputHandling);
00120   DEBUG(driver, 2, "Windows console thread shut down");
00121 }
00122 
00123 #endif
00124 
00125 
00126 static void *_dedicated_video_mem;
00127 
00128 extern bool SafeSaveOrLoad(const char *filename, int mode, GameMode newgm, Subdirectory subdir);
00129 extern void SwitchToMode(SwitchMode new_mode);
00130 
00131 static FVideoDriver_Dedicated iFVideoDriver_Dedicated;
00132 
00133 
00134 const char *VideoDriver_Dedicated::Start(const char * const *parm)
00135 {
00136   int bpp = BlitterFactoryBase::GetCurrentBlitter()->GetScreenDepth();
00137   if (bpp == 0) _dedicated_video_mem = NULL;
00138   else          _dedicated_video_mem = MallocT<byte>(_cur_resolution.width * _cur_resolution.height * (bpp / 8));
00139 
00140   _screen.width  = _screen.pitch = _cur_resolution.width;
00141   _screen.height = _cur_resolution.height;
00142   ScreenSizeChanged();
00143 
00144 #if defined(WINCE)
00145   /* WinCE doesn't support console stuff */
00146 #elif defined(WIN32)
00147   /* For win32 we need to allocate a console (debug mode does the same) */
00148   CreateConsole();
00149   CreateWindowsConsoleThread();
00150   SetConsoleTitle(_T("OpenTTD Dedicated Server"));
00151 #endif
00152 
00153 #ifdef __OS2__
00154   /* For OS/2 we also need to switch to console mode instead of PM mode */
00155   OS2_SwitchToConsoleMode();
00156 #endif
00157 
00158   DEBUG(driver, 1, "Loading dedicated server");
00159   return NULL;
00160 }
00161 
00162 void VideoDriver_Dedicated::Stop()
00163 {
00164 #ifdef WIN32
00165   CloseWindowsConsoleThread();
00166 #endif
00167   free(_dedicated_video_mem);
00168 }
00169 
00170 void VideoDriver_Dedicated::MakeDirty(int left, int top, int width, int height) {}
00171 bool VideoDriver_Dedicated::ChangeResolution(int w, int h) { return false; }
00172 bool VideoDriver_Dedicated::ToggleFullscreen(bool fs) { return false; }
00173 
00174 #if defined(UNIX) || defined(__OS2__) || defined(PSP)
00175 static bool InputWaiting()
00176 {
00177   struct timeval tv;
00178   fd_set readfds;
00179 
00180   tv.tv_sec = 0;
00181   tv.tv_usec = 1;
00182 
00183   FD_ZERO(&readfds);
00184   FD_SET(STDIN, &readfds);
00185 
00186   /* don't care about writefds and exceptfds: */
00187   return select(STDIN + 1, &readfds, NULL, NULL, &tv) > 0;
00188 }
00189 
00190 static uint32 GetTime()
00191 {
00192   struct timeval tim;
00193 
00194   gettimeofday(&tim, NULL);
00195   return tim.tv_usec / 1000 + tim.tv_sec * 1000;
00196 }
00197 
00198 #else
00199 
00200 static bool InputWaiting()
00201 {
00202   return WaitForSingleObject(_hInputReady, 1) == WAIT_OBJECT_0;
00203 }
00204 
00205 static uint32 GetTime()
00206 {
00207   return GetTickCount();
00208 }
00209 
00210 #endif
00211 
00212 static void DedicatedHandleKeyInput()
00213 {
00214   static char input_line[1024] = "";
00215 
00216   if (!InputWaiting()) return;
00217 
00218   if (_exit_game) return;
00219 
00220 #if defined(UNIX) || defined(__OS2__) || defined(PSP)
00221   if (fgets(input_line, lengthof(input_line), stdin) == NULL) return;
00222 #else
00223   /* Handle console input, and singal console thread, it can accept input again */
00224   assert_compile(lengthof(_win_console_thread_buffer) <= lengthof(input_line));
00225   strecpy(input_line, _win_console_thread_buffer, lastof(input_line));
00226   SetEvent(_hWaitForInputHandling);
00227 #endif
00228 
00229   /* strtok() does not 'forget' \r\n if the string starts with it,
00230    * so we have to manually remove that! */
00231   strtok(input_line, "\r\n");
00232   for (char *c = input_line; *c != '\0'; c++) {
00233     if (*c == '\n' || *c == '\r' || c == lastof(input_line)) {
00234       *c = '\0';
00235       break;
00236     }
00237   }
00238   str_validate(input_line, lastof(input_line));
00239 
00240   IConsoleCmdExec(input_line); // execute command
00241 }
00242 
00243 void VideoDriver_Dedicated::MainLoop()
00244 {
00245   uint32 cur_ticks = GetTime();
00246   uint32 next_tick = cur_ticks + 30;
00247 
00248   /* Signal handlers */
00249 #if defined(UNIX) || defined(PSP)
00250   signal(SIGTERM, DedicatedSignalHandler);
00251   signal(SIGINT, DedicatedSignalHandler);
00252   signal(SIGQUIT, DedicatedSignalHandler);
00253 #endif
00254 
00255   /* Load the dedicated server stuff */
00256   _is_network_server = true;
00257   _network_dedicated = true;
00258   _network_playas = COMPANY_SPECTATOR;
00259   _local_company = COMPANY_SPECTATOR;
00260 
00261   /* If SwitchMode is SM_LOAD, it means that the user used the '-g' options */
00262   if (_switch_mode != SM_LOAD) {
00263     StartNewGameWithoutGUI(GENERATE_NEW_SEED);
00264     SwitchToMode(_switch_mode);
00265     _switch_mode = SM_NONE;
00266   } else {
00267     _switch_mode = SM_NONE;
00268     /* First we need to test if the savegame can be loaded, else we will end up playing the
00269      *  intro game... */
00270     if (!SafeSaveOrLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_NORMAL, BASE_DIR)) {
00271       /* Loading failed, pop out.. */
00272       DEBUG(net, 0, "Loading requested map failed, aborting");
00273       _networking = false;
00274     } else {
00275       /* We can load this game, so go ahead */
00276       SwitchToMode(SM_LOAD);
00277     }
00278   }
00279 
00280   /* Done loading, start game! */
00281 
00282   if (!_networking) {
00283     DEBUG(net, 0, "Dedicated server could not be started, aborting");
00284     return;
00285   }
00286 
00287   while (!_exit_game) {
00288     uint32 prev_cur_ticks = cur_ticks; // to check for wrapping
00289     InteractiveRandom(); // randomness
00290 
00291     if (!_dedicated_forks)
00292       DedicatedHandleKeyInput();
00293 
00294     cur_ticks = GetTime();
00295     _realtime_tick += cur_ticks - prev_cur_ticks;
00296     if (cur_ticks >= next_tick || cur_ticks < prev_cur_ticks) {
00297       next_tick = cur_ticks + 30;
00298 
00299       GameLoop();
00300       _screen.dst_ptr = _dedicated_video_mem;
00301       UpdateWindows();
00302     }
00303     CSleep(1);
00304   }
00305 }
00306 
00307 #endif /* ENABLE_NETWORK */

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