4 * This file is part of OpenTTD.
5 * 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.
6 * 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.
7 * 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/>.
10 /** @file dedicated_v.cpp Dedicated server video 'driver'. */
12 #include "../stdafx.h"
16 #include "../gfx_func.h"
17 #include "../network/network.h"
18 #include "../network/network_internal.h"
19 #include "../console_func.h"
20 #include "../genworld.h"
21 #include "../fileio_type.h"
23 #include "../blitter/factory.hpp"
24 #include "../company_func.h"
25 #include "../core/random_func.hpp"
26 #include "../saveload/saveload.h"
27 #include "dedicated_v.h"
29 #ifdef BEOS_NET_SERVER
30 #include <net/socket.h>
34 # include <sys/time.h> /* gettimeofday */
35 # include <sys/types.h>
42 # define STDIN 0 /* file descriptor for standard input */
45 * Switches OpenTTD to a console app at run-time, instead of a PM app
46 * Necessary to see stdout, etc.
48 static void OS2_SwitchToConsoleMode()
53 DosGetInfoBlocks(&tib
, &pib
);
55 /* Change flag from PM to VIO */
60 #if defined(UNIX) || defined(PSP)
61 # include <sys/time.h> /* gettimeofday */
62 # include <sys/types.h>
65 # define STDIN 0 /* file descriptor for standard input */
67 # include <sys/fd_set.h>
68 # include <sys/select.h>
72 static void DedicatedSignalHandler(int sig
)
74 if (_game_mode
== GM_NORMAL
&& _settings_client
.gui
.autosave_on_exit
) DoExitSave();
76 signal(sig
, DedicatedSignalHandler
);
81 # include <windows.h> /* GetTickCount */
87 # include "../os/windows/win32.h"
88 static HANDLE _hInputReady
, _hWaitForInputHandling
;
89 static HANDLE _hThread
; // Thread to close
90 static char _win_console_thread_buffer
[200];
92 /* Windows Console thread. Just loop and signal when input has been received */
93 static void WINAPI
CheckForConsoleInput()
96 /* WinCE doesn't support console stuff */
99 SetWin32ThreadName(-1, "ottd:win-console");
102 HANDLE hStdin
= GetStdHandle(STD_INPUT_HANDLE
);
104 ReadFile(hStdin
, _win_console_thread_buffer
, lengthof(_win_console_thread_buffer
), &nb
, NULL
);
105 if (nb
>= lengthof(_win_console_thread_buffer
)) nb
= lengthof(_win_console_thread_buffer
) - 1;
106 _win_console_thread_buffer
[nb
] = '\0';
108 /* Signal input waiting that input is read and wait for it being handled
109 * SignalObjectAndWait() should be used here, but it's unsupported in Win98< */
110 SetEvent(_hInputReady
);
111 WaitForSingleObject(_hWaitForInputHandling
, INFINITE
);
116 static void CreateWindowsConsoleThread()
119 /* Create event to signal when console input is ready */
120 _hInputReady
= CreateEvent(NULL
, false, false, NULL
);
121 _hWaitForInputHandling
= CreateEvent(NULL
, false, false, NULL
);
122 if (_hInputReady
== NULL
|| _hWaitForInputHandling
== NULL
) usererror("Cannot create console event!");
124 _hThread
= CreateThread(NULL
, 0, (LPTHREAD_START_ROUTINE
)CheckForConsoleInput
, NULL
, 0, &dwThreadId
);
125 if (_hThread
== NULL
) usererror("Cannot create console thread!");
127 DEBUG(driver
, 2, "Windows console thread started");
130 static void CloseWindowsConsoleThread()
132 CloseHandle(_hThread
);
133 CloseHandle(_hInputReady
);
134 CloseHandle(_hWaitForInputHandling
);
135 DEBUG(driver
, 2, "Windows console thread shut down");
140 #include "../safeguards.h"
143 static void *_dedicated_video_mem
;
145 /* Whether a fork has been done. */
146 bool _dedicated_forks
;
148 extern bool SafeLoad(const char *filename
, SaveLoadOperation fop
, DetailedFileType dft
, GameMode newgm
, Subdirectory subdir
, struct LoadFilter
*lf
= NULL
);
150 static FVideoDriver_Dedicated iFVideoDriver_Dedicated
;
153 const char *VideoDriver_Dedicated::Start(const char * const *parm
)
155 int bpp
= BlitterFactory::GetCurrentBlitter()->GetScreenDepth();
156 _dedicated_video_mem
= (bpp
== 0) ? NULL
: MallocT
<byte
>(_cur_resolution
.width
* _cur_resolution
.height
* (bpp
/ 8));
158 _screen
.width
= _screen
.pitch
= _cur_resolution
.width
;
159 _screen
.height
= _cur_resolution
.height
;
160 _screen
.dst_ptr
= _dedicated_video_mem
;
162 BlitterFactory::GetCurrentBlitter()->PostResize();
165 /* WinCE doesn't support console stuff */
167 /* For win32 we need to allocate a console (debug mode does the same) */
169 CreateWindowsConsoleThread();
170 SetConsoleTitle(_T("OpenTTD Dedicated Server"));
174 /* Disable the MSVC assertion message box. */
175 _set_error_mode(_OUT_TO_STDERR
);
179 /* For OS/2 we also need to switch to console mode instead of PM mode */
180 OS2_SwitchToConsoleMode();
183 DEBUG(driver
, 1, "Loading dedicated server");
187 void VideoDriver_Dedicated::Stop()
190 CloseWindowsConsoleThread();
192 free(_dedicated_video_mem
);
195 void VideoDriver_Dedicated::MakeDirty(int left
, int top
, int width
, int height
) {}
196 bool VideoDriver_Dedicated::ChangeResolution(int w
, int h
) { return false; }
197 bool VideoDriver_Dedicated::ToggleFullscreen(bool fs
) { return false; }
199 #if defined(UNIX) || defined(__OS2__) || defined(PSP)
200 static bool InputWaiting()
209 FD_SET(STDIN
, &readfds
);
211 /* don't care about writefds and exceptfds: */
212 return select(STDIN
+ 1, &readfds
, NULL
, NULL
, &tv
) > 0;
215 static uint32
GetTime()
219 gettimeofday(&tim
, NULL
);
220 return tim
.tv_usec
/ 1000 + tim
.tv_sec
* 1000;
225 static bool InputWaiting()
227 return WaitForSingleObject(_hInputReady
, 1) == WAIT_OBJECT_0
;
230 static uint32
GetTime()
232 return GetTickCount();
237 static void DedicatedHandleKeyInput()
239 static char input_line
[1024] = "";
241 if (!InputWaiting()) return;
243 if (_exit_game
) return;
245 #if defined(UNIX) || defined(__OS2__) || defined(PSP)
246 if (fgets(input_line
, lengthof(input_line
), stdin
) == NULL
) return;
248 /* Handle console input, and signal console thread, it can accept input again */
249 assert_compile(lengthof(_win_console_thread_buffer
) <= lengthof(input_line
));
250 strecpy(input_line
, _win_console_thread_buffer
, lastof(input_line
));
251 SetEvent(_hWaitForInputHandling
);
254 /* Remove trailing \r or \n */
255 for (char *c
= input_line
; *c
!= '\0'; c
++) {
256 if (*c
== '\n' || *c
== '\r' || c
== lastof(input_line
)) {
261 str_validate(input_line
, lastof(input_line
));
263 IConsoleCmdExec(input_line
); // execute command
266 void VideoDriver_Dedicated::MainLoop()
268 uint32 cur_ticks
= GetTime();
269 uint32 next_tick
= cur_ticks
+ MILLISECONDS_PER_TICK
;
271 /* Signal handlers */
272 #if defined(UNIX) || defined(PSP)
273 signal(SIGTERM
, DedicatedSignalHandler
);
274 signal(SIGINT
, DedicatedSignalHandler
);
275 signal(SIGQUIT
, DedicatedSignalHandler
);
278 /* Load the dedicated server stuff */
279 _is_network_server
= true;
280 _network_dedicated
= true;
281 _current_company
= _local_company
= COMPANY_SPECTATOR
;
283 /* If SwitchMode is SM_LOAD_GAME, it means that the user used the '-g' options */
284 if (_switch_mode
!= SM_LOAD_GAME
) {
285 StartNewGameWithoutGUI(GENERATE_NEW_SEED
);
286 SwitchToMode(_switch_mode
);
287 _switch_mode
= SM_NONE
;
289 _switch_mode
= SM_NONE
;
290 /* First we need to test if the savegame can be loaded, else we will end up playing the
292 if (!SafeLoad(_file_to_saveload
.name
, _file_to_saveload
.file_op
, _file_to_saveload
.detail_ftype
, GM_NORMAL
, BASE_DIR
)) {
293 /* Loading failed, pop out.. */
294 DEBUG(net
, 0, "Loading requested map failed, aborting");
297 /* We can load this game, so go ahead */
298 SwitchToMode(SM_LOAD_GAME
);
302 /* Done loading, start game! */
305 DEBUG(net
, 0, "Dedicated server could not be started, aborting");
309 while (!_exit_game
) {
310 uint32 prev_cur_ticks
= cur_ticks
; // to check for wrapping
311 InteractiveRandom(); // randomness
313 if (!_dedicated_forks
) DedicatedHandleKeyInput();
315 cur_ticks
= GetTime();
316 _realtime_tick
+= cur_ticks
- prev_cur_ticks
;
317 if (cur_ticks
>= next_tick
|| cur_ticks
< prev_cur_ticks
|| _ddc_fastforward
) {
318 next_tick
= cur_ticks
+ MILLISECONDS_PER_TICK
;
324 /* Don't sleep when fast forwarding (for desync debugging) */
325 if (!_ddc_fastforward
) {
326 /* Sleep longer on a dedicated server, if the game is paused and no clients connected.
327 * That can allow the CPU to better use deep sleep states. */
328 if (_pause_mode
!= 0 && !HasClients()) {
337 #endif /* ENABLE_NETWORK */