- CodeChange: renamed CmdTrainGotoDepot() to CmdSendTrainToDepot() to be consistent with other depot commands. - CodeChange: 'newgame' console command now calls the unabused GenRandomNewGame(). For the server it still creates a new game, a client quits the game and continues in SP. - CodeChange: in the game-difficulty window, setup the disabled buttons on window creation, not every redraw.
		
			
				
	
	
		
			353 lines
		
	
	
		
			8.0 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			353 lines
		
	
	
		
			8.0 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
#include "stdafx.h"
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#include "ttd.h"
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#include "debug.h"
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#include "network.h"
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#include "hal.h"
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#ifdef ENABLE_NETWORK
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#include "gfx.h"
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#include "window.h"
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#include "command.h"
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#include "console.h"
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#ifdef WIN32
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#	include <windows.h> /* GetTickCount */
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#	include <conio.h>
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#endif
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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 STDIN 0  /* file descriptor for standard input */
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	extern void OS2_SwitchToConsoleMode();
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#endif
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#ifdef 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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#endif
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#ifdef __MORPHOS__
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/* Voids the fork, option will be disabled for MorphOS build anyway, because
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 * MorphOS doesn't support forking (could only implemented with lots of code
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 * changes here). */
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int fork(void) { return -1; }
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int dup2(int oldd, int newd) { return -1; }
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#endif
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// This file handles all dedicated-server in- and outputs
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static void *_dedicated_video_mem;
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extern bool SafeSaveOrLoad(const char *filename, int mode, int newgm);
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extern void SwitchMode(int new_mode);
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#ifdef UNIX
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/* We want to fork our dedicated server */
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void DedicatedFork(void)
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{
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	/* Fork the program */
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	pid_t pid = fork();
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	switch (pid) {
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		case -1:
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			perror("Unable to fork");
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			exit(1);
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		case 0:
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			// We're the child
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			/* Open the log-file to log all stuff too */
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			_log_file_fd = fopen(_log_file, "a");
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			if (!_log_file_fd) {
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				perror("Unable to open logfile");
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				exit(1);
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			}
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			/* Redirect stdout and stderr to log-file */
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			if (dup2(fileno(_log_file_fd), fileno(stdout)) == -1) {
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				perror("Rerouting stdout");
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				exit(1);
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			}
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			if (dup2(fileno(_log_file_fd), fileno(stderr)) == -1) {
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				perror("Rerouting stderr");
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				exit(1);
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			}
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			break;
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		default:
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			// We're the parent
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			printf("Loading dedicated server...\n");
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			printf("  - Forked to background with pid %d\n", pid);
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			exit(0);
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	}
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}
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/* Signal handlers */
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static void DedicatedSignalHandler(int sig)
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{
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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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#ifdef WIN32
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#include <time.h>
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HANDLE hEvent;
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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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void WINAPI CheckForConsoleInput(void)
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{
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	while (true) {
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		fgets(_win_console_thread_buffer, lengthof(_win_console_thread_buffer), stdin);
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		SetEvent(hEvent); // signal input waiting that the line is ready
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	}
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}
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void CreateWindowsConsoleThread(void)
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{
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	static char tbuffer[9];
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	DWORD dwThreadId;
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	/* Create event to signal when console input is ready */
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	hEvent = CreateEvent(NULL, false, false, _strtime(tbuffer));
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	if (hEvent == NULL)
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		error("Cannot create console event!");
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	hThread = CreateThread(NULL, 0, (LPTHREAD_START_ROUTINE)CheckForConsoleInput, NULL, 0, &dwThreadId);
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	if (hThread == NULL)
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		error("Cannot create console thread!");
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	DEBUG(misc, 0) ("Windows console thread started...");
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}
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void CloseWindowsConsoleThread(void)
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{
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	CloseHandle(hThread);
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	CloseHandle(hEvent);
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	DEBUG(misc, 0) ("Windows console thread shut down...");
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}
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#endif
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static const char *DedicatedVideoStart(const char * const *parm)
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{
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	_screen.width = _screen.pitch = _cur_resolution[0];
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	_screen.height = _cur_resolution[1];
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	_dedicated_video_mem = malloc(_cur_resolution[0]*_cur_resolution[1]);
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	_debug_net_level = 6;
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	_debug_misc_level = 0;
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#ifdef WIN32
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	// For win32 we need to allocate an console (debug mode does the same)
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	CreateConsole();
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	CreateWindowsConsoleThread();
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	SetConsoleTitle("OpenTTD Dedicated Server");
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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(misc,0)("Loading dedicated server...");
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	return NULL;
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}
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static void DedicatedVideoStop(void)
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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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static void DedicatedVideoMakeDirty(int left, int top, int width, int height) {}
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static bool DedicatedVideoChangeRes(int w, int h) { return false; }
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#if defined(UNIX) || defined(__OS2__)
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static bool InputWaiting(void)
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{
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	struct timeval tv;
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	fd_set readfds;
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	byte ret;
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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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	ret = select(STDIN + 1, &readfds, NULL, NULL, &tv);
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	if (ret > 0)
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		return true;
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	return false;
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}
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#else
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static bool InputWaiting(void)
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{
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	if (WaitForSingleObject(hEvent, 1) == WAIT_OBJECT_0)
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		return true;
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	return false;
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}
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#endif
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static void DedicatedHandleKeyInput(void)
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{
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	static char input_line[200] = "";
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	if (!InputWaiting())
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		return;
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	if (_exit_game)
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		return;
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#if defined(UNIX) || defined(__OS2__)
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		fgets(input_line, lengthof(input_line), stdin);
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#else
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		strncpy(input_line, _win_console_thread_buffer, lengthof(input_line));
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#endif
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	/* XXX - strtok() does not 'forget' \n\r if it is the first character! */
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	strtok(input_line, "\r\n"); // Forget about the final \n (or \r)
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	{ /* Remove any special control characters */
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		uint i;
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		for (i = 0; i < lengthof(input_line); i++) {
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			if (input_line[i] == '\n' || input_line[i] == '\r') // cut missed beginning '\0'
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				input_line[i] = '\0';
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			if (input_line[i] == '\0')
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				break;
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			if (!IS_INT_INSIDE(input_line[i], ' ', 256))
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				input_line[i] = ' ';
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		}
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	}
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	IConsoleCmdExec(input_line); // execute command
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}
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static int DedicatedVideoMainLoop(void)
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{
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#ifndef WIN32
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	struct timeval tim;
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#endif
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	uint32 next_tick;
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	uint32 cur_ticks;
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#ifdef WIN32
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	next_tick = GetTickCount() + 30;
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#else
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	gettimeofday(&tim, NULL);
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	next_tick = (tim.tv_usec / 1000) + 30 + (tim.tv_sec * 1000);
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#endif
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	/* Signal handlers */
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#ifdef 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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	_network_playas = OWNER_SPECTATOR;
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	_local_player = OWNER_SPECTATOR;
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	/* If SwitchMode is SM_LOAD, it means that the user used the '-g' options */
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	if (_switch_mode != SM_LOAD) {
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		_switch_mode = SM_NONE;
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		GenRandomNewGame(Random(), InteractiveRandom());
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	} else {
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		_switch_mode = SM_NONE;
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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 (!SafeSaveOrLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_NORMAL)) {
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			/* Loading failed, pop out.. */
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			DEBUG(net, 0)("Loading requested map failed. Aborting.");
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			_networking = false;
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		} else {
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			/* We can load this game, so go ahead */
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			SwitchMode(SM_LOAD);
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		}
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	}
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	// Done loading, start game!
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	if (!_networking) {
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		DEBUG(net, 1)("Dedicated server could not be launched. Aborting.");
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		return ML_QUIT;
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	}
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	while (true) {
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		InteractiveRandom(); // randomness
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		if (_exit_game) return ML_QUIT;
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		if (!_dedicated_forks)
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			DedicatedHandleKeyInput();
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#ifdef WIN32
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		cur_ticks = GetTickCount();
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#else
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		gettimeofday(&tim, NULL);
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		cur_ticks = (tim.tv_usec / 1000) + (tim.tv_sec * 1000);
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#endif
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		if (cur_ticks >= next_tick) {
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			next_tick += 30;
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			GameLoop();
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			_screen.dst_ptr = _dedicated_video_mem;
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			UpdateWindows();
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		}
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		CSleep(1);
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	}
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	return ML_QUIT;
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}
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const HalVideoDriver _dedicated_video_driver = {
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	DedicatedVideoStart,
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	DedicatedVideoStop,
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	DedicatedVideoMakeDirty,
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	DedicatedVideoMainLoop,
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	DedicatedVideoChangeRes,
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};
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#else
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static void *_dedicated_video_mem;
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static const char *DedicatedVideoStart(const char * const *parm)
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{
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	DEBUG(misc, 0) ("OpenTTD compiled without network support, exiting.");
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	return NULL;
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}
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void DedicatedFork(void) {}
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static void DedicatedVideoStop(void) { free(_dedicated_video_mem); }
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static void DedicatedVideoMakeDirty(int left, int top, int width, int height) {}
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static bool DedicatedVideoChangeRes(int w, int h) { return false; }
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static int DedicatedVideoMainLoop(void) { return ML_QUIT; }
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const HalVideoDriver _dedicated_video_driver = {
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	DedicatedVideoStart,
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	DedicatedVideoStop,
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	DedicatedVideoMakeDirty,
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	DedicatedVideoMainLoop,
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	DedicatedVideoChangeRes,
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};
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#endif /* ENABLE_NETWORK */
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