DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_MAP_DONE) { if (this->status != STATUS_MAP) return NETWORK_RECV_STATUS_MALFORMED_PACKET; if (this->savegame == NULL) return NETWORK_RECV_STATUS_MALFORMED_PACKET; _network_join_status = NETWORK_JOIN_STATUS_PROCESSING; SetWindowDirty(WC_NETWORK_STATUS_WINDOW, 0); /* * Make sure everything is set for reading. * * We need the local copy and reset this->savegame because when * loading fails the network gets reset upon loading the intro * game, which would cause us to free this->savegame twice. */ LoadFilter *lf = this->savegame; this->savegame = NULL; lf->Reset(); /* The map is done downloading, load it */ bool load_success = SafeLoad(NULL, SL_LOAD, GM_NORMAL, NO_DIRECTORY, lf); /* Long savegame loads shouldn't affect the lag calculation! */ this->last_packet = _realtime_tick; if (!load_success) { DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0); _switch_mode_errorstr = STR_NETWORK_ERROR_SAVEGAMEERROR; return NETWORK_RECV_STATUS_SAVEGAME; } /* If the savegame has successfully loaded, ALL windows have been removed, * only toolbar/statusbar and gamefield are visible */ /* Say we received the map and loaded it correctly! */ SendMapOk(); /* New company/spectator (invalid company) or company we want to join is not active * Switch local company to spectator and await the server's judgement */ if (_network_join_as == COMPANY_NEW_COMPANY || !Company::IsValidID(_network_join_as)) { SetLocalCompany(COMPANY_SPECTATOR); if (_network_join_as != COMPANY_SPECTATOR) { /* We have arrived and ready to start playing; send a command to make a new company; * the server will give us a client-id and let us in */ _network_join_status = NETWORK_JOIN_STATUS_REGISTERING; ShowJoinStatusWindow(); NetworkSendCommand(0, 0, 0, CMD_COMPANY_CTRL, NULL, NULL, _local_company); } } else { /* take control over an existing company */ SetLocalCompany(_network_join_as); } return NETWORK_RECV_STATUS_OKAY; }
void SwitchToMode(SwitchMode new_mode) { #ifdef ENABLE_NETWORK /* If we are saving something, the network stays in his current state */ if (new_mode != SM_SAVE_GAME) { /* If the network is active, make it not-active */ if (_networking) { if (_network_server && (new_mode == SM_LOAD_GAME || new_mode == SM_NEWGAME || new_mode == SM_RESTARTGAME)) { NetworkReboot(); } else { NetworkDisconnect(); } } /* If we are a server, we restart the server */ if (_is_network_server) { /* But not if we are going to the menu */ if (new_mode != SM_MENU) { /* check if we should reload the config */ if (_settings_client.network.reload_cfg) { LoadFromConfig(); MakeNewgameSettingsLive(); ResetGRFConfig(false); } NetworkServerStart(); } else { /* This client no longer wants to be a network-server */ _is_network_server = false; } } } #endif /* ENABLE_NETWORK */ /* Make sure all AI controllers are gone at quitting game */ if (new_mode != SM_SAVE_GAME) AI::KillAll(); switch (new_mode) { case SM_EDITOR: // Switch to scenario editor MakeNewEditorWorld(); break; case SM_RESTARTGAME: // Restart --> 'Random game' with current settings case SM_NEWGAME: // New Game --> 'Random game' #ifdef ENABLE_NETWORK if (_network_server) { seprintf(_network_game_info.map_name, lastof(_network_game_info.map_name), "Random Map"); } #endif /* ENABLE_NETWORK */ MakeNewGame(false, new_mode == SM_NEWGAME); break; case SM_LOAD_GAME: { // Load game, Play Scenario ResetGRFConfig(true); ResetWindowSystem(); if (!SafeLoad(_file_to_saveload.name, _file_to_saveload.file_op, _file_to_saveload.detail_ftype, GM_NORMAL, NO_DIRECTORY)) { SetDParamStr(0, GetSaveLoadErrorString()); ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR); } else { if (_file_to_saveload.abstract_ftype == FT_SCENARIO) { /* Reset engine pool to simplify changing engine NewGRFs in scenario editor. */ EngineOverrideManager::ResetToCurrentNewGRFConfig(); } /* Update the local company for a loaded game. It is either always * company #1 (eg 0) or in the case of a dedicated server a spectator */ SetLocalCompany(_network_dedicated ? COMPANY_SPECTATOR : COMPANY_FIRST); /* Execute the game-start script */ IConsoleCmdExec("exec scripts/game_start.scr 0"); /* Decrease pause counter (was increased from opening load dialog) */ DoCommandP(0, PM_PAUSED_SAVELOAD, 0, CMD_PAUSE); #ifdef ENABLE_NETWORK if (_network_server) { seprintf(_network_game_info.map_name, lastof(_network_game_info.map_name), "%s (Loaded game)", _file_to_saveload.title); } #endif /* ENABLE_NETWORK */ } break; } case SM_START_HEIGHTMAP: // Load a heightmap and start a new game from it #ifdef ENABLE_NETWORK if (_network_server) { seprintf(_network_game_info.map_name, lastof(_network_game_info.map_name), "%s (Heightmap)", _file_to_saveload.title); } #endif /* ENABLE_NETWORK */ MakeNewGame(true, true); break; case SM_LOAD_HEIGHTMAP: // Load heightmap from scenario editor SetLocalCompany(OWNER_NONE); GenerateWorld(GWM_HEIGHTMAP, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y); MarkWholeScreenDirty(); break; case SM_LOAD_SCENARIO: { // Load scenario from scenario editor if (SafeLoad(_file_to_saveload.name, _file_to_saveload.file_op, _file_to_saveload.detail_ftype, GM_EDITOR, NO_DIRECTORY)) { SetLocalCompany(OWNER_NONE); _settings_newgame.game_creation.starting_year = _cur_year; /* Cancel the saveload pausing */ DoCommandP(0, PM_PAUSED_SAVELOAD, 0, CMD_PAUSE); } else { SetDParamStr(0, GetSaveLoadErrorString()); ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR); } break; } case SM_MENU: // Switch to game intro menu LoadIntroGame(); if (BaseSounds::ini_set == NULL && BaseSounds::GetUsedSet()->fallback) { ShowErrorMessage(STR_WARNING_FALLBACK_SOUNDSET, INVALID_STRING_ID, WL_CRITICAL); BaseSounds::ini_set = stredup(BaseSounds::GetUsedSet()->name); } break; case SM_SAVE_GAME: // Save game. /* Make network saved games on pause compatible to singleplayer */ if (SaveOrLoad(_file_to_saveload.name, SLO_SAVE, DFT_GAME_FILE, NO_DIRECTORY) != SL_OK) { SetDParamStr(0, GetSaveLoadErrorString()); ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR); } else { DeleteWindowById(WC_SAVELOAD, 0); } break; case SM_SAVE_HEIGHTMAP: // Save heightmap. MakeHeightmapScreenshot(_file_to_saveload.name); DeleteWindowById(WC_SAVELOAD, 0); break; case SM_GENRANDLAND: // Generate random land within scenario editor SetLocalCompany(OWNER_NONE); GenerateWorld(GWM_RANDOM, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y); /* XXX: set date */ MarkWholeScreenDirty(); break; default: NOT_REACHED(); } }
void VideoDriver_Dedicated::MainLoop() { uint32 cur_ticks = GetTime(); uint32 next_tick = cur_ticks + MILLISECONDS_PER_TICK; /* Signal handlers */ #if defined(UNIX) || defined(PSP) signal(SIGTERM, DedicatedSignalHandler); signal(SIGINT, DedicatedSignalHandler); signal(SIGQUIT, DedicatedSignalHandler); #endif /* Load the dedicated server stuff */ _is_network_server = true; _network_dedicated = true; _current_company = _local_company = COMPANY_SPECTATOR; /* If SwitchMode is SM_LOAD_GAME, it means that the user used the '-g' options */ if (_switch_mode != SM_LOAD_GAME) { StartNewGameWithoutGUI(GENERATE_NEW_SEED); SwitchToMode(_switch_mode); _switch_mode = SM_NONE; } else { _switch_mode = SM_NONE; /* First we need to test if the savegame can be loaded, else we will end up playing the * intro game... */ if (!SafeLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_NORMAL, BASE_DIR)) { /* Loading failed, pop out.. */ DEBUG(net, 0, "Loading requested map failed, aborting"); _networking = false; } else { /* We can load this game, so go ahead */ SwitchToMode(SM_LOAD_GAME); } } /* Done loading, start game! */ if (!_networking) { DEBUG(net, 0, "Dedicated server could not be started, aborting"); return; } while (!_exit_game) { uint32 prev_cur_ticks = cur_ticks; // to check for wrapping InteractiveRandom(); // randomness if (!_dedicated_forks) DedicatedHandleKeyInput(); cur_ticks = GetTime(); _realtime_tick += cur_ticks - prev_cur_ticks; if (cur_ticks >= next_tick || cur_ticks < prev_cur_ticks || _ddc_fastforward) { next_tick = cur_ticks + MILLISECONDS_PER_TICK; GameLoop(); UpdateWindows(); } /* Don't sleep when fast forwarding (for desync debugging) */ if (!_ddc_fastforward) CSleep(1); } }