# Conflicts: # cmake/CompileFlags.cmake # src/3rdparty/squirrel/squirrel/sqclosure.h # src/3rdparty/squirrel/squirrel/sqobject.h # src/3rdparty/squirrel/squirrel/sqvm.h # src/aircraft.h # src/airport_gui.cpp # src/blitter/32bpp_sse_func.hpp # src/blitter/null.hpp # src/bridge_gui.cpp # src/build_vehicle_gui.cpp # src/cargotype.h # src/cheat_gui.cpp # src/command.cpp # src/command_func.h # src/company_gui.cpp # src/console_gui.cpp # src/date_gui.cpp # src/depot_gui.cpp # src/dock_gui.cpp # src/economy.cpp # src/error_gui.cpp # src/fileio.cpp # src/fios.cpp # src/fios_gui.cpp # src/fontcache/spritefontcache.h # src/framerate_gui.cpp # src/game/game_text.cpp # src/gamelog.cpp # src/genworld_gui.cpp # src/gfx_layout_fallback.cpp # src/group_gui.cpp # src/highscore_gui.cpp # src/hotkeys.cpp # src/industry_cmd.cpp # src/industry_gui.cpp # src/landscape.cpp # src/main_gui.cpp # src/misc_cmd.cpp # src/misc_gui.cpp # src/network/core/tcp_game.cpp # src/network/core/udp.cpp # src/network/network_chat_gui.cpp # src/network/network_content_gui.cpp # src/network/network_gui.cpp # src/network/network_server.cpp # src/network/network_server.h # src/newgrf_airport.cpp # src/newgrf_airport.h # src/newgrf_airporttiles.cpp # src/newgrf_airporttiles.h # src/newgrf_animation_base.h # src/newgrf_canal.cpp # src/newgrf_commons.h # src/newgrf_config.cpp # src/newgrf_debug_gui.cpp # src/newgrf_engine.cpp # src/newgrf_engine.h # src/newgrf_generic.cpp # src/newgrf_gui.cpp # src/newgrf_house.cpp # src/newgrf_house.h # src/newgrf_industries.cpp # src/newgrf_industries.h # src/newgrf_industrytiles.cpp # src/newgrf_industrytiles.h # src/newgrf_object.cpp # src/newgrf_object.h # src/newgrf_railtype.cpp # src/newgrf_railtype.h # src/newgrf_roadstop.cpp # src/newgrf_roadstop.h # src/newgrf_roadtype.cpp # src/newgrf_roadtype.h # src/newgrf_spritegroup.cpp # src/newgrf_spritegroup.h # src/newgrf_station.cpp # src/newgrf_station.h # src/newgrf_town.cpp # src/newgrf_town.h # src/news_gui.cpp # src/object_gui.cpp # src/order_gui.cpp # src/os/macosx/crashlog_osx.cpp # src/os/unix/crashlog_unix.cpp # src/os/windows/crashlog_win.cpp # src/os/windows/win32.cpp # src/os/windows/win32_main.cpp # src/pathfinder/npf/npf.cpp # src/pathfinder/npf/queue.cpp # src/rail_cmd.cpp # src/rail_gui.cpp # src/road_gui.cpp # src/roadveh.h # src/saveload/saveload.cpp # src/screenshot.cpp # src/script/api/script_text.hpp # src/settings.cpp # src/settings_gui.cpp # src/settings_internal.h # src/settings_table.cpp # src/signs_cmd.cpp # src/signs_gui.cpp # src/smallmap_gui.cpp # src/smallmap_gui.h # src/spriteloader/grf.hpp # src/station_cmd.cpp # src/station_gui.cpp # src/station_map.h # src/statusbar_gui.cpp # src/stdafx.h # src/strgen/strgen.cpp # src/table/newgrf_debug_data.h # src/terraform_gui.cpp # src/timer/timer_game_calendar.cpp # src/timer/timer_window.cpp # src/town.h # src/town_cmd.cpp # src/town_gui.cpp # src/train_gui.cpp # src/transparency_gui.cpp # src/vehicle_gui.cpp # src/water_cmd.cpp # src/waypoint_cmd.cpp # src/widget.cpp # src/widget_type.h # src/widgets/dropdown.cpp # src/widgets/rail_widget.h # src/widgets/terraform_widget.h # src/window.cpp # src/window_gui.h
225 lines
6.2 KiB
C++
225 lines
6.2 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 "../sl/saveload.h"
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#include "../thread.h"
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#include "../window_func.h"
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#include <iostream>
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#include "dedicated_v.h"
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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 std::string _win_console_thread_buffer;
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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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for (;;) {
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std::getline(std::cin, _win_console_thread_buffer);
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/* Signal input waiting that input is read and wait for it being handled. */
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SignalObjectAndWait(_hInputReady, _hWaitForInputHandling, INFINITE, FALSE);
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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,
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struct LoadFilter *lf = nullptr, std::string *error_detail = nullptr);
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static FVideoDriver_Dedicated iFVideoDriver_Dedicated;
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const char *VideoDriver_Dedicated::Start(const StringList &)
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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>(static_cast<size_t>(_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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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, int, int, int) {}
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bool VideoDriver_Dedicated::ChangeResolution(int, int) { return false; }
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bool VideoDriver_Dedicated::ToggleFullscreen(bool) { return false; }
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#if defined(UNIX)
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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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if (!InputWaiting()) return;
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if (_exit_game) return;
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std::string input_line;
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#if defined(UNIX)
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if (!std::getline(std::cin, input_line)) 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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std::swap(input_line, _win_console_thread_buffer);
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SetEvent(_hWaitForInputHandling);
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#endif
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/* Remove any trailing \r or \n, and ensure the string is valid. */
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auto p = input_line.find_last_not_of("\r\n");
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if (p != std::string::npos) p++;
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IConsoleCmdExec(StrMakeValid(input_line.substr(0, p)));
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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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}
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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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this->DrainCommandQueue();
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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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