Basically, modal windows had their own thread-locking for what drawing was possible. This is a bit nonsense now we have a game-thread. And it makes much more sense to do things like NewGRFScan and GenerateWorld in the game-thread, and not in a thread next to the game-thread. This commit changes that: it removes the threads for NewGRFScan and GenerateWorld, and just runs the code in the game-thread. On regular intervals it allows the draw-thread to do a tick, which gives a much smoother look and feel. It does slow down NewGRFScan and GenerateWorld ever so slightly as it spends more time on drawing. But the slowdown is not measureable on my machines (with 700+ NewGRFs / 4kx4k map and a Debug build). Running without a game-thread means NewGRFScan and GenerateWorld are now blocking.
279 lines
7.7 KiB
C++
279 lines
7.7 KiB
C++
/*
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* This file is part of OpenTTD.
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* 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.
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* 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.
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* 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/>.
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*/
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/** @file dedicated_v.cpp Dedicated server video 'driver'. */
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#include "../stdafx.h"
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#include "../gfx_func.h"
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#include "../network/network.h"
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#include "../network/network_internal.h"
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#include "../console_func.h"
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#include "../genworld.h"
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#include "../fileio_type.h"
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#include "../fios.h"
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#include "../blitter/factory.hpp"
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#include "../company_func.h"
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#include "../core/random_func.hpp"
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#include "../saveload/saveload.h"
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#include "../thread.h"
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#include "../window_func.h"
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#include "dedicated_v.h"
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#ifdef __OS2__
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# include <sys/time.h> /* gettimeofday */
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# include <sys/types.h>
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# include <unistd.h>
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# include <conio.h>
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# define INCL_DOS
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# include <os2.h>
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# define STDIN 0 /* file descriptor for standard input */
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/**
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* Switches OpenTTD to a console app at run-time, instead of a PM app
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* Necessary to see stdout, etc.
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*/
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static void OS2_SwitchToConsoleMode()
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{
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PPIB pib;
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PTIB tib;
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DosGetInfoBlocks(&tib, &pib);
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/* Change flag from PM to VIO */
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pib->pib_ultype = 3;
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}
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#endif
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#if defined(UNIX)
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# include <sys/time.h> /* gettimeofday */
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# include <sys/types.h>
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# include <unistd.h>
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# include <signal.h>
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# define STDIN 0 /* file descriptor for standard input */
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/* Signal handlers */
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static void DedicatedSignalHandler(int sig)
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{
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if (_game_mode == GM_NORMAL && _settings_client.gui.autosave_on_exit) DoExitSave();
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_exit_game = true;
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signal(sig, DedicatedSignalHandler);
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}
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#endif
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#if defined(_WIN32)
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# include <windows.h> /* GetTickCount */
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# include <conio.h>
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# include <time.h>
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# include <tchar.h>
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# include "../os/windows/win32.h"
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static HANDLE _hInputReady, _hWaitForInputHandling;
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static HANDLE _hThread; // Thread to close
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static char _win_console_thread_buffer[200];
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/* Windows Console thread. Just loop and signal when input has been received */
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static void WINAPI CheckForConsoleInput()
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{
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SetCurrentThreadName("ottd:win-console");
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DWORD nb;
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HANDLE hStdin = GetStdHandle(STD_INPUT_HANDLE);
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for (;;) {
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ReadFile(hStdin, _win_console_thread_buffer, lengthof(_win_console_thread_buffer), &nb, nullptr);
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if (nb >= lengthof(_win_console_thread_buffer)) nb = lengthof(_win_console_thread_buffer) - 1;
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_win_console_thread_buffer[nb] = '\0';
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/* Signal input waiting that input is read and wait for it being handled
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* SignalObjectAndWait() should be used here, but it's unsupported in Win98< */
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SetEvent(_hInputReady);
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WaitForSingleObject(_hWaitForInputHandling, INFINITE);
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}
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}
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static void CreateWindowsConsoleThread()
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{
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DWORD dwThreadId;
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/* Create event to signal when console input is ready */
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_hInputReady = CreateEvent(nullptr, false, false, nullptr);
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_hWaitForInputHandling = CreateEvent(nullptr, false, false, nullptr);
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if (_hInputReady == nullptr || _hWaitForInputHandling == nullptr) usererror("Cannot create console event!");
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_hThread = CreateThread(nullptr, 0, (LPTHREAD_START_ROUTINE)CheckForConsoleInput, nullptr, 0, &dwThreadId);
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if (_hThread == nullptr) usererror("Cannot create console thread!");
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DEBUG(driver, 2, "Windows console thread started");
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}
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static void CloseWindowsConsoleThread()
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{
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CloseHandle(_hThread);
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CloseHandle(_hInputReady);
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CloseHandle(_hWaitForInputHandling);
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DEBUG(driver, 2, "Windows console thread shut down");
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}
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#endif
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#include "../safeguards.h"
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static void *_dedicated_video_mem;
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/* Whether a fork has been done. */
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bool _dedicated_forks;
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extern bool SafeLoad(const std::string &filename, SaveLoadOperation fop, DetailedFileType dft, GameMode newgm, Subdirectory subdir, struct LoadFilter *lf = nullptr);
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static FVideoDriver_Dedicated iFVideoDriver_Dedicated;
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const char *VideoDriver_Dedicated::Start(const StringList &parm)
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{
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this->UpdateAutoResolution();
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int bpp = BlitterFactory::GetCurrentBlitter()->GetScreenDepth();
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_dedicated_video_mem = (bpp == 0) ? nullptr : MallocT<byte>(_cur_resolution.width * _cur_resolution.height * (bpp / 8));
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_screen.width = _screen.pitch = _cur_resolution.width;
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_screen.height = _cur_resolution.height;
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_screen.dst_ptr = _dedicated_video_mem;
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ScreenSizeChanged();
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BlitterFactory::GetCurrentBlitter()->PostResize();
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#if defined(_WIN32)
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/* For win32 we need to allocate a console (debug mode does the same) */
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CreateConsole();
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CreateWindowsConsoleThread();
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SetConsoleTitle(L"OpenTTD Dedicated Server");
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#endif
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#ifdef _MSC_VER
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/* Disable the MSVC assertion message box. */
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_set_error_mode(_OUT_TO_STDERR);
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#endif
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#ifdef __OS2__
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/* For OS/2 we also need to switch to console mode instead of PM mode */
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OS2_SwitchToConsoleMode();
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#endif
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DEBUG(driver, 1, "Loading dedicated server");
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return nullptr;
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}
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void VideoDriver_Dedicated::Stop()
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{
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#ifdef _WIN32
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CloseWindowsConsoleThread();
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#endif
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free(_dedicated_video_mem);
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}
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void VideoDriver_Dedicated::MakeDirty(int left, int top, int width, int height) {}
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bool VideoDriver_Dedicated::ChangeResolution(int w, int h) { return false; }
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bool VideoDriver_Dedicated::ToggleFullscreen(bool fs) { return false; }
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#if defined(UNIX) || defined(__OS2__)
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static bool InputWaiting()
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{
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struct timeval tv;
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fd_set readfds;
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tv.tv_sec = 0;
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tv.tv_usec = 1;
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FD_ZERO(&readfds);
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FD_SET(STDIN, &readfds);
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/* don't care about writefds and exceptfds: */
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return select(STDIN + 1, &readfds, nullptr, nullptr, &tv) > 0;
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}
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#else
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static bool InputWaiting()
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{
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return WaitForSingleObject(_hInputReady, 1) == WAIT_OBJECT_0;
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}
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#endif
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static void DedicatedHandleKeyInput()
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{
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static char input_line[1024] = "";
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if (!InputWaiting()) return;
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if (_exit_game) return;
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#if defined(UNIX) || defined(__OS2__)
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if (fgets(input_line, lengthof(input_line), stdin) == nullptr) return;
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#else
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/* Handle console input, and signal console thread, it can accept input again */
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static_assert(lengthof(_win_console_thread_buffer) <= lengthof(input_line));
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strecpy(input_line, _win_console_thread_buffer, lastof(input_line));
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SetEvent(_hWaitForInputHandling);
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#endif
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/* Remove trailing \r or \n */
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for (char *c = input_line; *c != '\0'; c++) {
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if (*c == '\n' || *c == '\r' || c == lastof(input_line)) {
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*c = '\0';
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break;
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}
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}
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str_validate(input_line, lastof(input_line));
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IConsoleCmdExec(input_line); // execute command
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}
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void VideoDriver_Dedicated::MainLoop()
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{
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/* Signal handlers */
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#if defined(UNIX)
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signal(SIGTERM, DedicatedSignalHandler);
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signal(SIGINT, DedicatedSignalHandler);
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signal(SIGQUIT, DedicatedSignalHandler);
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#endif
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/* Load the dedicated server stuff */
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_is_network_server = true;
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_network_dedicated = true;
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_current_company = _local_company = COMPANY_SPECTATOR;
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/* If SwitchMode is SM_LOAD_GAME, it means that the user used the '-g' options */
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if (_switch_mode != SM_LOAD_GAME) {
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StartNewGameWithoutGUI(GENERATE_NEW_SEED);
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} else {
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/* First we need to test if the savegame can be loaded, else we will end up playing the
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* intro game... */
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if (SaveOrLoad(_file_to_saveload.name, _file_to_saveload.file_op, _file_to_saveload.detail_ftype, BASE_DIR) == SL_ERROR) {
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/* Loading failed, pop out.. */
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DEBUG(net, 0, "Loading requested map failed, aborting");
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return;
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} else {
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/* We can load this game, so go ahead */
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_switch_mode = SM_LOAD_GAME;
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}
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}
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this->is_game_threaded = false;
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/* Done loading, start game! */
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while (!_exit_game) {
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if (!_dedicated_forks) DedicatedHandleKeyInput();
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ChangeGameSpeed(_ddc_fastforward);
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this->Tick();
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this->SleepTillNextTick();
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}
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}
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