Fix #10117: Decrement object burst limit after build check
[openttd-github.git] / src / video / dedicated_v.cpp
blob75f173544ec4f3a50c83dcc054997f99d1c1b183
1 /*
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/>.
6 */
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"
18 #include "../fios.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 "../window_func.h"
25 #include "dedicated_v.h"
27 #ifdef __OS2__
28 # include <sys/time.h> /* gettimeofday */
29 # include <sys/types.h>
30 # include <unistd.h>
31 # include <conio.h>
33 # define INCL_DOS
34 # include <os2.h>
36 # define STDIN 0 /* file descriptor for standard input */
38 /**
39 * Switches OpenTTD to a console app at run-time, instead of a PM app
40 * Necessary to see stdout, etc.
42 static void OS2_SwitchToConsoleMode()
44 PPIB pib;
45 PTIB tib;
47 DosGetInfoBlocks(&tib, &pib);
49 /* Change flag from PM to VIO */
50 pib->pib_ultype = 3;
52 #endif
54 #if defined(UNIX)
55 # include <sys/time.h> /* gettimeofday */
56 # include <sys/types.h>
57 # include <unistd.h>
58 # include <signal.h>
59 # define STDIN 0 /* file descriptor for standard input */
61 /* Signal handlers */
62 static void DedicatedSignalHandler(int sig)
64 if (_game_mode == GM_NORMAL && _settings_client.gui.autosave_on_exit) DoExitSave();
65 _exit_game = true;
66 signal(sig, DedicatedSignalHandler);
68 #endif
70 #if defined(_WIN32)
71 # include <windows.h> /* GetTickCount */
72 # include <conio.h>
73 # include <time.h>
74 # include <tchar.h>
75 # include "../os/windows/win32.h"
77 static HANDLE _hInputReady, _hWaitForInputHandling;
78 static HANDLE _hThread; // Thread to close
79 static char _win_console_thread_buffer[200];
81 /* Windows Console thread. Just loop and signal when input has been received */
82 static void WINAPI CheckForConsoleInput()
84 SetCurrentThreadName("ottd:win-console");
86 DWORD nb;
87 HANDLE hStdin = GetStdHandle(STD_INPUT_HANDLE);
88 for (;;) {
89 ReadFile(hStdin, _win_console_thread_buffer, lengthof(_win_console_thread_buffer), &nb, nullptr);
90 if (nb >= lengthof(_win_console_thread_buffer)) nb = lengthof(_win_console_thread_buffer) - 1;
91 _win_console_thread_buffer[nb] = '\0';
93 /* Signal input waiting that input is read and wait for it being handled
94 * SignalObjectAndWait() should be used here, but it's unsupported in Win98< */
95 SetEvent(_hInputReady);
96 WaitForSingleObject(_hWaitForInputHandling, INFINITE);
100 static void CreateWindowsConsoleThread()
102 DWORD dwThreadId;
103 /* Create event to signal when console input is ready */
104 _hInputReady = CreateEvent(nullptr, false, false, nullptr);
105 _hWaitForInputHandling = CreateEvent(nullptr, false, false, nullptr);
106 if (_hInputReady == nullptr || _hWaitForInputHandling == nullptr) usererror("Cannot create console event!");
108 _hThread = CreateThread(nullptr, 0, (LPTHREAD_START_ROUTINE)CheckForConsoleInput, nullptr, 0, &dwThreadId);
109 if (_hThread == nullptr) usererror("Cannot create console thread!");
111 Debug(driver, 2, "Windows console thread started");
114 static void CloseWindowsConsoleThread()
116 CloseHandle(_hThread);
117 CloseHandle(_hInputReady);
118 CloseHandle(_hWaitForInputHandling);
119 Debug(driver, 2, "Windows console thread shut down");
122 #endif
124 #include "../safeguards.h"
127 static void *_dedicated_video_mem;
129 /* Whether a fork has been done. */
130 bool _dedicated_forks;
132 extern bool SafeLoad(const std::string &filename, SaveLoadOperation fop, DetailedFileType dft, GameMode newgm, Subdirectory subdir, struct LoadFilter *lf = nullptr);
134 static FVideoDriver_Dedicated iFVideoDriver_Dedicated;
137 const char *VideoDriver_Dedicated::Start(const StringList &parm)
139 this->UpdateAutoResolution();
141 int bpp = BlitterFactory::GetCurrentBlitter()->GetScreenDepth();
142 _dedicated_video_mem = (bpp == 0) ? nullptr : MallocT<byte>(_cur_resolution.width * _cur_resolution.height * (bpp / 8));
144 _screen.width = _screen.pitch = _cur_resolution.width;
145 _screen.height = _cur_resolution.height;
146 _screen.dst_ptr = _dedicated_video_mem;
147 ScreenSizeChanged();
148 BlitterFactory::GetCurrentBlitter()->PostResize();
150 #if defined(_WIN32)
151 /* For win32 we need to allocate a console (debug mode does the same) */
152 CreateConsole();
153 CreateWindowsConsoleThread();
154 SetConsoleTitle(L"OpenTTD Dedicated Server");
155 #endif
157 #ifdef _MSC_VER
158 /* Disable the MSVC assertion message box. */
159 _set_error_mode(_OUT_TO_STDERR);
160 #endif
162 #ifdef __OS2__
163 /* For OS/2 we also need to switch to console mode instead of PM mode */
164 OS2_SwitchToConsoleMode();
165 #endif
167 Debug(driver, 1, "Loading dedicated server");
168 return nullptr;
171 void VideoDriver_Dedicated::Stop()
173 #ifdef _WIN32
174 CloseWindowsConsoleThread();
175 #endif
176 free(_dedicated_video_mem);
179 void VideoDriver_Dedicated::MakeDirty(int left, int top, int width, int height) {}
180 bool VideoDriver_Dedicated::ChangeResolution(int w, int h) { return false; }
181 bool VideoDriver_Dedicated::ToggleFullscreen(bool fs) { return false; }
183 #if defined(UNIX) || defined(__OS2__)
184 static bool InputWaiting()
186 struct timeval tv;
187 fd_set readfds;
189 tv.tv_sec = 0;
190 tv.tv_usec = 1;
192 FD_ZERO(&readfds);
193 FD_SET(STDIN, &readfds);
195 /* don't care about writefds and exceptfds: */
196 return select(STDIN + 1, &readfds, nullptr, nullptr, &tv) > 0;
199 #else
201 static bool InputWaiting()
203 return WaitForSingleObject(_hInputReady, 1) == WAIT_OBJECT_0;
206 #endif
208 static void DedicatedHandleKeyInput()
210 static char input_line[1024] = "";
212 if (!InputWaiting()) return;
214 if (_exit_game) return;
216 #if defined(UNIX) || defined(__OS2__)
217 if (fgets(input_line, lengthof(input_line), stdin) == nullptr) return;
218 #else
219 /* Handle console input, and signal console thread, it can accept input again */
220 static_assert(lengthof(_win_console_thread_buffer) <= lengthof(input_line));
221 strecpy(input_line, _win_console_thread_buffer, lastof(input_line));
222 SetEvent(_hWaitForInputHandling);
223 #endif
225 /* Remove trailing \r or \n */
226 for (char *c = input_line; *c != '\0'; c++) {
227 if (*c == '\n' || *c == '\r' || c == lastof(input_line)) {
228 *c = '\0';
229 break;
232 StrMakeValidInPlace(input_line, lastof(input_line));
234 IConsoleCmdExec(input_line); // execute command
237 void VideoDriver_Dedicated::MainLoop()
239 /* Signal handlers */
240 #if defined(UNIX)
241 signal(SIGTERM, DedicatedSignalHandler);
242 signal(SIGINT, DedicatedSignalHandler);
243 signal(SIGQUIT, DedicatedSignalHandler);
244 #endif
246 /* Load the dedicated server stuff */
247 _is_network_server = true;
248 _network_dedicated = true;
249 _current_company = _local_company = COMPANY_SPECTATOR;
251 /* If SwitchMode is SM_LOAD_GAME, it means that the user used the '-g' options */
252 if (_switch_mode != SM_LOAD_GAME) {
253 StartNewGameWithoutGUI(GENERATE_NEW_SEED);
254 } else {
255 /* First we need to test if the savegame can be loaded, else we will end up playing the
256 * intro game... */
257 if (SaveOrLoad(_file_to_saveload.name, _file_to_saveload.file_op, _file_to_saveload.detail_ftype, BASE_DIR) == SL_ERROR) {
258 /* Loading failed, pop out.. */
259 Debug(net, 0, "Loading requested map failed; closing server.");
260 return;
261 } else {
262 /* We can load this game, so go ahead */
263 _switch_mode = SM_LOAD_GAME;
267 this->is_game_threaded = false;
269 /* Done loading, start game! */
271 while (!_exit_game) {
272 if (!_dedicated_forks) DedicatedHandleKeyInput();
273 this->DrainCommandQueue();
275 ChangeGameSpeed(_ddc_fastforward);
276 this->Tick();
277 this->SleepTillNextTick();