2 * This file is part of OpenTTD.
3 * 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.
4 * 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.
5 * 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/>.
8 /** @file dedicated_v.cpp Dedicated server video 'driver'. */
10 #include "../stdafx.h"
12 #include "../gfx_func.h"
13 #include "../network/network.h"
14 #include "../network/network_internal.h"
15 #include "../console_func.h"
16 #include "../genworld.h"
17 #include "../fileio_type.h"
19 #include "../blitter/factory.hpp"
20 #include "../company_func.h"
21 #include "../core/random_func.hpp"
22 #include "../saveload/saveload.h"
23 #include "../thread.h"
24 #include "dedicated_v.h"
27 # include <sys/time.h> /* gettimeofday */
28 # include <sys/types.h>
35 # define STDIN 0 /* file descriptor for standard input */
38 * Switches OpenTTD to a console app at run-time, instead of a PM app
39 * Necessary to see stdout, etc.
41 static void OS2_SwitchToConsoleMode()
46 DosGetInfoBlocks(&tib
, &pib
);
48 /* Change flag from PM to VIO */
54 # include <sys/time.h> /* gettimeofday */
55 # include <sys/types.h>
58 # define STDIN 0 /* file descriptor for standard input */
61 static void DedicatedSignalHandler(int sig
)
63 if (_game_mode
== GM_NORMAL
&& _settings_client
.gui
.autosave_on_exit
) DoExitSave();
65 signal(sig
, DedicatedSignalHandler
);
70 # include <windows.h> /* GetTickCount */
74 # include "../os/windows/win32.h"
76 static HANDLE _hInputReady
, _hWaitForInputHandling
;
77 static HANDLE _hThread
; // Thread to close
78 static char _win_console_thread_buffer
[200];
80 /* Windows Console thread. Just loop and signal when input has been received */
81 static void WINAPI
CheckForConsoleInput()
83 SetCurrentThreadName("ottd:win-console");
86 HANDLE hStdin
= GetStdHandle(STD_INPUT_HANDLE
);
88 ReadFile(hStdin
, _win_console_thread_buffer
, lengthof(_win_console_thread_buffer
), &nb
, nullptr);
89 if (nb
>= lengthof(_win_console_thread_buffer
)) nb
= lengthof(_win_console_thread_buffer
) - 1;
90 _win_console_thread_buffer
[nb
] = '\0';
92 /* Signal input waiting that input is read and wait for it being handled
93 * SignalObjectAndWait() should be used here, but it's unsupported in Win98< */
94 SetEvent(_hInputReady
);
95 WaitForSingleObject(_hWaitForInputHandling
, INFINITE
);
99 static void CreateWindowsConsoleThread()
102 /* Create event to signal when console input is ready */
103 _hInputReady
= CreateEvent(nullptr, false, false, nullptr);
104 _hWaitForInputHandling
= CreateEvent(nullptr, false, false, nullptr);
105 if (_hInputReady
== nullptr || _hWaitForInputHandling
== nullptr) usererror("Cannot create console event!");
107 _hThread
= CreateThread(nullptr, 0, (LPTHREAD_START_ROUTINE
)CheckForConsoleInput
, nullptr, 0, &dwThreadId
);
108 if (_hThread
== nullptr) usererror("Cannot create console thread!");
110 DEBUG(driver
, 2, "Windows console thread started");
113 static void CloseWindowsConsoleThread()
115 CloseHandle(_hThread
);
116 CloseHandle(_hInputReady
);
117 CloseHandle(_hWaitForInputHandling
);
118 DEBUG(driver
, 2, "Windows console thread shut down");
123 #include "../safeguards.h"
126 static void *_dedicated_video_mem
;
128 /* Whether a fork has been done. */
129 bool _dedicated_forks
;
131 extern bool SafeLoad(const char *filename
, SaveLoadOperation fop
, DetailedFileType dft
, GameMode newgm
, Subdirectory subdir
, struct LoadFilter
*lf
= nullptr);
133 static FVideoDriver_Dedicated iFVideoDriver_Dedicated
;
136 const char *VideoDriver_Dedicated::Start(const char * const *parm
)
138 int bpp
= BlitterFactory::GetCurrentBlitter()->GetScreenDepth();
139 _dedicated_video_mem
= (bpp
== 0) ? nullptr : MallocT
<byte
>(_cur_resolution
.width
* _cur_resolution
.height
* (bpp
/ 8));
141 _screen
.width
= _screen
.pitch
= _cur_resolution
.width
;
142 _screen
.height
= _cur_resolution
.height
;
143 _screen
.dst_ptr
= _dedicated_video_mem
;
145 BlitterFactory::GetCurrentBlitter()->PostResize();
148 /* For win32 we need to allocate a console (debug mode does the same) */
150 CreateWindowsConsoleThread();
151 SetConsoleTitle(_T("OpenTTD Dedicated Server"));
155 /* Disable the MSVC assertion message box. */
156 _set_error_mode(_OUT_TO_STDERR
);
160 /* For OS/2 we also need to switch to console mode instead of PM mode */
161 OS2_SwitchToConsoleMode();
164 DEBUG(driver
, 1, "Loading dedicated server");
168 void VideoDriver_Dedicated::Stop()
171 CloseWindowsConsoleThread();
173 free(_dedicated_video_mem
);
176 void VideoDriver_Dedicated::MakeDirty(int left
, int top
, int width
, int height
) {}
177 bool VideoDriver_Dedicated::ChangeResolution(int w
, int h
) { return false; }
178 bool VideoDriver_Dedicated::ToggleFullscreen(bool fs
) { return false; }
180 #if defined(UNIX) || defined(__OS2__)
181 static bool InputWaiting()
190 FD_SET(STDIN
, &readfds
);
192 /* don't care about writefds and exceptfds: */
193 return select(STDIN
+ 1, &readfds
, nullptr, nullptr, &tv
) > 0;
196 static uint32
GetTime()
200 gettimeofday(&tim
, nullptr);
201 return tim
.tv_usec
/ 1000 + tim
.tv_sec
* 1000;
206 static bool InputWaiting()
208 return WaitForSingleObject(_hInputReady
, 1) == WAIT_OBJECT_0
;
211 static uint32
GetTime()
213 return GetTickCount();
218 static void DedicatedHandleKeyInput()
220 static char input_line
[1024] = "";
222 if (!InputWaiting()) return;
224 if (_exit_game
) return;
226 #if defined(UNIX) || defined(__OS2__)
227 if (fgets(input_line
, lengthof(input_line
), stdin
) == nullptr) return;
229 /* Handle console input, and signal console thread, it can accept input again */
230 assert_compile(lengthof(_win_console_thread_buffer
) <= lengthof(input_line
));
231 strecpy(input_line
, _win_console_thread_buffer
, lastof(input_line
));
232 SetEvent(_hWaitForInputHandling
);
235 /* Remove trailing \r or \n */
236 for (char *c
= input_line
; *c
!= '\0'; c
++) {
237 if (*c
== '\n' || *c
== '\r' || c
== lastof(input_line
)) {
242 str_validate(input_line
, lastof(input_line
));
244 IConsoleCmdExec(input_line
); // execute command
247 void VideoDriver_Dedicated::MainLoop()
249 uint32 cur_ticks
= GetTime();
250 uint32 next_tick
= cur_ticks
+ MILLISECONDS_PER_TICK
;
252 /* Signal handlers */
254 signal(SIGTERM
, DedicatedSignalHandler
);
255 signal(SIGINT
, DedicatedSignalHandler
);
256 signal(SIGQUIT
, DedicatedSignalHandler
);
259 /* Load the dedicated server stuff */
260 _is_network_server
= true;
261 _network_dedicated
= true;
262 _current_company
= _local_company
= COMPANY_SPECTATOR
;
264 /* If SwitchMode is SM_LOAD_GAME, it means that the user used the '-g' options */
265 if (_switch_mode
!= SM_LOAD_GAME
) {
266 StartNewGameWithoutGUI(GENERATE_NEW_SEED
);
267 SwitchToMode(_switch_mode
);
268 _switch_mode
= SM_NONE
;
270 _switch_mode
= SM_NONE
;
271 /* First we need to test if the savegame can be loaded, else we will end up playing the
273 if (!SafeLoad(_file_to_saveload
.name
, _file_to_saveload
.file_op
, _file_to_saveload
.detail_ftype
, GM_NORMAL
, BASE_DIR
)) {
274 /* Loading failed, pop out.. */
275 DEBUG(net
, 0, "Loading requested map failed, aborting");
278 /* We can load this game, so go ahead */
279 SwitchToMode(SM_LOAD_GAME
);
283 /* Done loading, start game! */
286 DEBUG(net
, 0, "Dedicated server could not be started, aborting");
290 while (!_exit_game
) {
291 uint32 prev_cur_ticks
= cur_ticks
; // to check for wrapping
292 InteractiveRandom(); // randomness
294 if (!_dedicated_forks
) DedicatedHandleKeyInput();
296 cur_ticks
= GetTime();
297 _realtime_tick
+= cur_ticks
- prev_cur_ticks
;
298 if (cur_ticks
>= next_tick
|| cur_ticks
< prev_cur_ticks
|| _ddc_fastforward
) {
299 next_tick
= cur_ticks
+ MILLISECONDS_PER_TICK
;
305 /* Don't sleep when fast forwarding (for desync debugging) */
306 if (!_ddc_fastforward
) {
307 /* Sleep longer on a dedicated server, if the game is paused and no clients connected.
308 * That can allow the CPU to better use deep sleep states. */
309 if (_pause_mode
!= 0 && !HasClients()) {