2 * This file is part of OpenTTD.
3 * 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.
4 * 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.
5 * 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/>.
8 /** @file openttd.cpp Functions related to starting OpenTTD. */
12 #include "blitter/factory.hpp"
13 #include "sound/sound_driver.hpp"
14 #include "music/music_driver.hpp"
15 #include "video/video_driver.hpp"
18 #include "fontcache.h"
20 #include "error_func.h"
23 #include "base_media_base.h"
24 #include "saveload/saveload.h"
25 #include "company_cmd.h"
26 #include "company_func.h"
27 #include "command_func.h"
28 #include "news_func.h"
34 #include "console_func.h"
35 #include "screenshot.h"
36 #include "network/network.h"
37 #include "network/network_func.h"
39 #include "ai/ai_config.hpp"
40 #include "settings_func.h"
43 #include "strings_func.h"
44 #include "vehicle_func.h"
46 #include "animated_tile_func.h"
47 #include "roadstop_base.h"
48 #include "elrail_func.h"
50 #include "highscore.h"
51 #include "station_base.h"
53 #include "engine_func.h"
54 #include "core/random_func.hpp"
57 #include "core/backup_type.hpp"
60 #include "misc/getoptdata.h"
61 #include "game/game.hpp"
62 #include "game/game_config.hpp"
64 #include "subsidy_func.h"
65 #include "gfx_layout.h"
66 #include "viewport_func.h"
67 #include "viewport_sprite_sorter.h"
68 #include "framerate_type.h"
70 #include "network/network_gui.h"
71 #include "network/network_survey.h"
73 #include "timer/timer.h"
74 #include "timer/timer_game_calendar.h"
75 #include "timer/timer_game_economy.h"
76 #include "timer/timer_game_realtime.h"
77 #include "timer/timer_game_tick.h"
78 #include "social_integration.h"
80 #include "linkgraph/linkgraphschedule.h"
82 #include <system_error>
84 #include "safeguards.h"
87 # include <emscripten.h>
88 # include <emscripten/html5.h>
91 void CallLandscapeTick();
92 void DoPaletteAnimations();
94 void CallWindowGameTickEvent();
95 bool HandleBootstrap();
97 extern void CheckCaches();
98 extern Company
*DoStartupNewCompany(bool is_ai
, CompanyID company
= INVALID_COMPANY
);
99 extern void OSOpenBrowser(const std::string
&url
);
100 extern void ShowOSErrorBox(const char *buf
, bool system
);
101 extern std::string _config_file
;
103 bool _save_config
= false;
104 bool _request_newgrf_scan
= false;
105 NewGRFScanCallback
*_request_newgrf_scan_callback
= nullptr;
108 * Error handling for fatal user errors.
109 * @param str the string to print.
110 * @note Does NEVER return.
112 void UserErrorI(const std::string
&str
)
114 ShowOSErrorBox(str
.c_str(), false);
115 if (VideoDriver::GetInstance() != nullptr) VideoDriver::GetInstance()->Stop();
117 #ifdef __EMSCRIPTEN__
118 emscripten_exit_pointerlock();
119 /* In effect, the game ends here. As emscripten_set_main_loop() caused
120 * the stack to be unwound, the code after MainLoop() in
121 * openttd_main() is never executed. */
122 EM_ASM(if (window
["openttd_abort"]) openttd_abort());
129 * Error handling for fatal non-user errors.
130 * @param str the string to print.
131 * @note Does NEVER return.
133 void FatalErrorI(const std::string
&str
)
135 if (VideoDriver::GetInstance() == nullptr || VideoDriver::GetInstance()->HasGUI()) {
136 ShowOSErrorBox(str
.c_str(), true);
139 /* Set the error message for the crash log and then invoke it. */
140 CrashLog::SetErrorMessage(str
);
145 * Show the help message when someone passed a wrong parameter.
147 static void ShowHelp()
152 std::back_insert_iterator
<std::string
> output_iterator
= std::back_inserter(str
);
153 fmt::format_to(output_iterator
, "OpenTTD {}\n", _openttd_revision
);
157 "Command line options:\n"
158 " -v drv = Set video driver (see below)\n"
159 " -s drv = Set sound driver (see below)\n"
160 " -m drv = Set music driver (see below)\n"
161 " -b drv = Set the blitter to use (see below)\n"
162 " -r res = Set resolution (for instance 800x600)\n"
163 " -h = Display this help text\n"
164 " -t year = Set starting year\n"
165 " -d [[fac=]lvl[,...]]= Debug mode\n"
166 " -e = Start Editor\n"
167 " -g [savegame|scenario|heightmap] = Start new/savegame/scenario/heightmap immediately\n"
168 " -G seed = Set random seed\n"
169 " -n host[:port][#company]= Join network game\n"
170 " -p password = Password to join server\n"
171 " -D [host][:port] = Start dedicated server\n"
173 " -f = Fork into the background (dedicated only)\n"
175 " -I graphics_set = Force the graphics set (see below)\n"
176 " -S sounds_set = Force the sounds set (see below)\n"
177 " -M music_set = Force the music set (see below)\n"
178 " -c config_file = Use 'config_file' instead of 'openttd.cfg'\n"
179 " -x = Never save configuration changes to disk\n"
180 " -X = Don't use global folders to search for files\n"
181 " -q savegame = Write some information about the savegame and exit\n"
182 " -Q = Don't scan for/load NewGRF files on startup\n"
183 " -QQ = Disable NewGRF scanning/loading entirely\n"
186 /* List the graphics packs */
187 BaseGraphics::GetSetsList(output_iterator
);
189 /* List the sounds packs */
190 BaseSounds::GetSetsList(output_iterator
);
192 /* List the music packs */
193 BaseMusic::GetSetsList(output_iterator
);
195 /* List the drivers */
196 DriverFactoryBase::GetDriversInfo(output_iterator
);
198 /* List the blitters */
199 BlitterFactory::GetBlittersInfo(output_iterator
);
201 /* List the debug facilities. */
202 DumpDebugFacilityNames(output_iterator
);
204 /* We need to initialize the AI, so it finds the AIs */
206 AI::GetConsoleList(output_iterator
, true);
207 AI::Uninitialize(true);
209 /* We need to initialize the GameScript, so it finds the GSs */
211 Game::GetConsoleList(output_iterator
, true);
212 Game::Uninitialize(true);
214 /* ShowInfo put output to stderr, but version information should go
215 * to stdout; this is the only exception */
217 fmt::print("{}\n", str
);
223 static void WriteSavegameInfo(const std::string
&name
)
225 extern SaveLoadVersion _sl_version
;
226 uint32_t last_ottd_rev
= 0;
227 uint8_t ever_modified
= 0;
228 bool removed_newgrfs
= false;
230 _gamelog
.Info(&last_ottd_rev
, &ever_modified
, &removed_newgrfs
);
233 message
.reserve(1024);
234 fmt::format_to(std::back_inserter(message
), "Name: {}\n", name
);
235 fmt::format_to(std::back_inserter(message
), "Savegame ver: {}\n", _sl_version
);
236 fmt::format_to(std::back_inserter(message
), "NewGRF ver: 0x{:08X}\n", last_ottd_rev
);
237 fmt::format_to(std::back_inserter(message
), "Modified: {}\n", ever_modified
);
239 if (removed_newgrfs
) {
240 fmt::format_to(std::back_inserter(message
), "NewGRFs have been removed\n");
243 message
+= "NewGRFs:\n";
244 if (_load_check_data
.HasNewGrfs()) {
245 for (GRFConfig
*c
= _load_check_data
.grfconfig
; c
!= nullptr; c
= c
->next
) {
246 fmt::format_to(std::back_inserter(message
), "{:08X} {} {}\n", BSWAP32(c
->ident
.grfid
),
247 FormatArrayAsHex(HasBit(c
->flags
, GCF_COMPATIBLE
) ? c
->original_md5sum
: c
->ident
.md5sum
), c
->filename
);
251 /* ShowInfo put output to stderr, but version information should go
252 * to stdout; this is the only exception */
254 fmt::print("{}\n", message
);
262 * Extract the resolution from the given string and store
263 * it in the 'res' parameter.
264 * @param res variable to store the resolution in.
265 * @param s the string to decompose.
267 static void ParseResolution(Dimension
*res
, const char *s
)
269 const char *t
= strchr(s
, 'x');
271 ShowInfo("Invalid resolution '{}'", s
);
275 res
->width
= std::max(std::strtoul(s
, nullptr, 0), 64UL);
276 res
->height
= std::max(std::strtoul(t
+ 1, nullptr, 0), 64UL);
281 * Uninitializes drivers, frees allocated memory, cleans pools, ...
282 * Generally, prepares the game for shutting down
284 static void ShutdownGame()
288 if (_network_available
) NetworkShutDown(); // Shut down the network and close any open connections
290 SocialIntegration::Shutdown();
291 DriverFactoryBase::ShutdownDrivers();
293 UnInitWindowSystem();
295 /* stop the scripts */
296 AI::Uninitialize(false);
297 Game::Uninitialize(false);
299 /* Uninitialize variables that are allocated dynamically */
302 LinkGraphSchedule::Clear();
303 PoolBase::Clean(PT_ALL
);
305 /* No NewGRFs were loaded when it was still bootstrapping. */
306 if (_game_mode
!= GM_BOOTSTRAP
) ResetNewGRFData();
312 * Load the introduction game.
313 * @param load_newgrfs Whether to load the NewGRFs or not.
315 static void LoadIntroGame(bool load_newgrfs
= true)
317 _game_mode
= GM_MENU
;
319 if (load_newgrfs
) ResetGRFConfig(false);
321 /* Setup main window */
323 SetupColoursAndInitialWindow();
325 /* Load the default opening screen savegame */
326 if (SaveOrLoad("opntitle.dat", SLO_LOAD
, DFT_GAME_FILE
, BASESET_DIR
) != SL_OK
) {
327 GenerateWorld(GWM_EMPTY
, 64, 64); // if failed loading, make empty world.
328 SetLocalCompany(COMPANY_SPECTATOR
);
330 SetLocalCompany(COMPANY_FIRST
);
334 _pause_mode
= PM_UNPAUSED
;
335 _cursor
.fix_at
= false;
337 CheckForMissingGlyphs();
339 MusicLoop(); // ensure music is correct
342 void MakeNewgameSettingsLive()
344 for (CompanyID c
= COMPANY_FIRST
; c
< MAX_COMPANIES
; c
++) {
345 if (_settings_game
.ai_config
[c
] != nullptr) {
346 delete _settings_game
.ai_config
[c
];
349 if (_settings_game
.game_config
!= nullptr) {
350 delete _settings_game
.game_config
;
353 /* Copy newgame settings to active settings.
354 * Also initialise old settings needed for savegame conversion. */
355 _settings_game
= _settings_newgame
;
356 _old_vds
= _settings_client
.company
.vehicle
;
358 for (CompanyID c
= COMPANY_FIRST
; c
< MAX_COMPANIES
; c
++) {
359 _settings_game
.ai_config
[c
] = nullptr;
360 if (_settings_newgame
.ai_config
[c
] != nullptr) {
361 _settings_game
.ai_config
[c
] = new AIConfig(_settings_newgame
.ai_config
[c
]);
364 _settings_game
.game_config
= nullptr;
365 if (_settings_newgame
.game_config
!= nullptr) {
366 _settings_game
.game_config
= new GameConfig(_settings_newgame
.game_config
);
370 void OpenBrowser(const std::string
&url
)
372 /* Make sure we only accept urls that are sure to open a browser. */
373 if (url
.starts_with("http://") || url
.starts_with("https://")) {
378 /** Callback structure of statements to be executed after the NewGRF scan. */
379 struct AfterNewGRFScan
: NewGRFScanCallback
{
380 TimerGameCalendar::Year startyear
= CalendarTime::INVALID_YEAR
; ///< The start year.
381 uint32_t generation_seed
= GENERATE_NEW_SEED
; ///< Seed for the new game.
382 std::string dedicated_host
; ///< Hostname for the dedicated server.
383 uint16_t dedicated_port
= 0; ///< Port for the dedicated server.
384 std::string connection_string
; ///< Information about the server to connect to
385 std::string join_server_password
; ///< The password to join the server with.
386 bool save_config
= true; ///< The save config setting.
389 * Create a new callback.
393 /* Visual C++ 2015 fails compiling this line (AfterNewGRFScan::generation_seed undefined symbol)
394 * if it's placed outside a member function, directly in the struct body. */
395 static_assert(sizeof(generation_seed
) == sizeof(_settings_game
.game_creation
.generation_seed
));
398 void OnNewGRFsScanned() override
400 ResetGRFConfig(false);
402 TarScanner::DoScan(TarScanner::SCENARIO
);
407 /* We want the new (correct) NewGRF count to survive the loading. */
408 uint last_newgrf_count
= _settings_client
.gui
.last_newgrf_count
;
410 _settings_client
.gui
.last_newgrf_count
= last_newgrf_count
;
411 /* Since the default for the palette might have changed due to
412 * reading the configuration file, recalculate that now. */
413 UpdateNewGRFConfigPalette();
415 Game::Uninitialize(true);
416 AI::Uninitialize(true);
418 LoadHotkeysFromConfig();
419 WindowDesc::LoadFromConfig();
421 /* We have loaded the config, so we may possibly save it. */
422 _save_config
= save_config
;
424 /* restore saved music and effects volumes */
425 MusicDriver::GetInstance()->SetVolume(_settings_client
.music
.music_vol
);
426 SetEffectVolume(_settings_client
.music
.effect_vol
);
428 if (startyear
!= CalendarTime::INVALID_YEAR
) IConsoleSetSetting("game_creation.starting_year", startyear
.base());
429 _settings_newgame
.game_creation
.generation_seed
= generation_seed
;
431 if (!dedicated_host
.empty()) {
432 _network_bind_list
.clear();
433 _network_bind_list
.emplace_back(dedicated_host
);
435 if (dedicated_port
!= 0) _settings_client
.network
.server_port
= dedicated_port
;
437 /* initialize the ingame console */
440 IConsoleCmdExec("exec scripts/autoexec.scr 0");
442 /* Make sure _settings is filled with _settings_newgame if we switch to a game directly */
443 if (_switch_mode
!= SM_NONE
) MakeNewgameSettingsLive();
445 if (_network_available
&& !connection_string
.empty()) {
447 _switch_mode
= SM_NONE
;
449 NetworkClientConnectGame(connection_string
, COMPANY_NEW_COMPANY
, join_server_password
);
452 /* After the scan we're not used anymore. */
461 /* only save config if we have to */
464 SaveHotkeysToConfig();
465 WindowDesc::SaveToConfig();
469 /* Reset windowing system, stop drivers, free used memory, ... */
474 extern void DedicatedFork();
478 * Create all the options that OpenTTD supports. Each option is
479 * always a single character with no, an optional or a required value.
480 * @return The available options.
482 static std::vector
<OptionData
> CreateOptions()
484 std::vector
<OptionData
> options
;
485 /* Options that require a parameter. */
486 for (char c
: "GIMSbcmnpqrstv") options
.push_back({ .type
= ODF_HAS_VALUE
, .id
= c
, .shortname
= c
});
488 options
.push_back({ .type
= ODF_HAS_VALUE
, .id
= 'f', .shortname
= 'f' });
491 /* Options with an optional parameter. */
492 for (char c
: "Ddg") options
.push_back({ .type
= ODF_OPTIONAL_VALUE
, .id
= c
, .shortname
= c
});
494 /* Options without a parameter. */
495 for (char c
: "QXehx") options
.push_back({ .type
= ODF_NO_VALUE
, .id
= c
, .shortname
= c
});
500 * Main entry point for this lovely game.
501 * @param arguments The command line arguments passed to the application.
502 * @return 0 when there is no error.
504 int openttd_main(std::span
<char * const> arguments
)
506 _game_session_stats
.start_time
= std::chrono::steady_clock::now();
507 _game_session_stats
.savegame_size
= std::nullopt
;
509 std::string musicdriver
;
510 std::string sounddriver
;
511 std::string videodriver
;
513 std::string graphics_set
;
514 std::string sounds_set
;
515 std::string music_set
;
516 Dimension resolution
= {0, 0};
517 std::unique_ptr
<AfterNewGRFScan
> scanner
= std::make_unique
<AfterNewGRFScan
>();
518 bool dedicated
= false;
519 bool only_local_path
= false;
521 extern bool _dedicated_forks
;
522 _dedicated_forks
= false;
524 _game_mode
= GM_MENU
;
525 _switch_mode
= SM_MENU
;
527 auto options
= CreateOptions();
528 GetOptData
mgo(arguments
.subspan(1), options
);
532 while ((i
= mgo
.GetOpt()) != -1) {
534 case 'I': graphics_set
= mgo
.opt
; break;
535 case 'S': sounds_set
= mgo
.opt
; break;
536 case 'M': music_set
= mgo
.opt
; break;
537 case 'm': musicdriver
= mgo
.opt
; break;
538 case 's': sounddriver
= mgo
.opt
; break;
539 case 'v': videodriver
= mgo
.opt
; break;
540 case 'b': blitter
= mgo
.opt
; break;
542 musicdriver
= "null";
543 sounddriver
= "null";
544 videodriver
= "dedicated";
547 SetDebugString("net=4", ShowInfoI
);
548 if (mgo
.opt
!= nullptr) {
549 scanner
->dedicated_host
= ParseFullConnectionString(mgo
.opt
, scanner
->dedicated_port
);
552 case 'f': _dedicated_forks
= true; break;
554 scanner
->connection_string
= mgo
.opt
; // host:port#company parameter
557 scanner
->join_server_password
= mgo
.opt
;
559 case 'r': ParseResolution(&resolution
, mgo
.opt
); break;
560 case 't': scanner
->startyear
= atoi(mgo
.opt
); break;
565 if (mgo
.opt
!= nullptr) SetDebugString(mgo
.opt
, ShowInfoI
);
569 /* Allow for '-e' before or after '-g'. */
570 switch (_switch_mode
) {
571 case SM_MENU
: _switch_mode
= SM_EDITOR
; break;
572 case SM_LOAD_GAME
: _switch_mode
= SM_LOAD_SCENARIO
; break;
573 case SM_START_HEIGHTMAP
: _switch_mode
= SM_LOAD_HEIGHTMAP
; break;
578 if (mgo
.opt
!= nullptr) {
579 _file_to_saveload
.name
= mgo
.opt
;
581 std::string extension
= FS2OTTD(std::filesystem::path(OTTD2FS(_file_to_saveload
.name
)).extension());
582 auto [ft
, _
] = FiosGetSavegameListCallback(SLO_LOAD
, _file_to_saveload
.name
, extension
);
583 if (ft
== FIOS_TYPE_INVALID
) {
584 std::tie(ft
, _
) = FiosGetScenarioListCallback(SLO_LOAD
, _file_to_saveload
.name
, extension
);
586 if (ft
== FIOS_TYPE_INVALID
) {
587 std::tie(ft
, _
) = FiosGetHeightmapListCallback(SLO_LOAD
, _file_to_saveload
.name
, extension
);
590 /* Allow for '-e' before or after '-g'. */
591 switch (GetAbstractFileType(ft
)) {
592 case FT_SAVEGAME
: _switch_mode
= (_switch_mode
== SM_EDITOR
? SM_LOAD_SCENARIO
: SM_LOAD_GAME
); break;
593 case FT_SCENARIO
: _switch_mode
= (_switch_mode
== SM_EDITOR
? SM_LOAD_SCENARIO
: SM_LOAD_GAME
); break;
594 case FT_HEIGHTMAP
: _switch_mode
= (_switch_mode
== SM_EDITOR
? SM_LOAD_HEIGHTMAP
: SM_START_HEIGHTMAP
); break;
598 _file_to_saveload
.SetMode(SLO_LOAD
, GetAbstractFileType(ft
), GetDetailedFileType(ft
));
602 _switch_mode
= SM_NEWGAME
;
603 /* Give a random map if no seed has been given */
604 if (scanner
->generation_seed
== GENERATE_NEW_SEED
) {
605 scanner
->generation_seed
= InteractiveRandom();
609 DeterminePaths(arguments
[0], only_local_path
);
610 if (StrEmpty(mgo
.opt
)) {
615 std::string extension
= FS2OTTD(std::filesystem::path(OTTD2FS(mgo
.opt
)).extension());
616 auto [_
, title
] = FiosGetSavegameListCallback(SLO_LOAD
, mgo
.opt
, extension
);
618 _load_check_data
.Clear();
619 SaveOrLoadResult res
= SaveOrLoad(mgo
.opt
, SLO_CHECK
, DFT_GAME_FILE
, SAVE_DIR
, false);
620 if (res
!= SL_OK
|| _load_check_data
.HasErrors()) {
621 fmt::print(stderr
, "Failed to open savegame\n");
622 if (_load_check_data
.HasErrors()) {
623 InitializeLanguagePacks(); // A language pack is needed for GetString()
624 SetDParamStr(0, _load_check_data
.error_msg
);
625 fmt::print(stderr
, "{}\n", GetString(_load_check_data
.error
));
630 WriteSavegameInfo(title
);
634 extern int _skip_all_newgrf_scanning
;
635 _skip_all_newgrf_scanning
+= 1;
638 case 'G': scanner
->generation_seed
= std::strtoul(mgo
.opt
, nullptr, 10); break;
639 case 'c': _config_file
= mgo
.opt
; break;
640 case 'x': scanner
->save_config
= false; break;
641 case 'X': only_local_path
= true; break;
643 i
= -2; // Force printing of help.
649 if (i
== -2 || !mgo
.arguments
.empty()) {
650 /* Either the user typed '-h', they made an error, or they added unrecognized command line arguments.
651 * In all cases, print the help, and exit.
653 * The next two functions are needed to list the graphics sets. We can't do them earlier
654 * because then we cannot show it on the debug console as that hasn't been configured yet. */
655 DeterminePaths(arguments
[0], only_local_path
);
656 TarScanner::DoScan(TarScanner::BASESET
);
657 BaseGraphics::FindSets();
658 BaseSounds::FindSets();
659 BaseMusic::FindSets();
664 DeterminePaths(arguments
[0], only_local_path
);
665 TarScanner::DoScan(TarScanner::BASESET
);
667 if (dedicated
) Debug(net
, 3, "Starting dedicated server, version {}", _openttd_revision
);
668 if (_dedicated_forks
&& !dedicated
) _dedicated_forks
= false;
671 /* We must fork here, or we'll end up without some resources we need (like sockets) */
672 if (_dedicated_forks
) DedicatedFork();
675 LoadFromConfig(true);
677 if (resolution
.width
!= 0) _cur_resolution
= resolution
;
679 /* Limit width times height times bytes per pixel to fit a 32 bit
680 * integer, This way all internal drawing routines work correctly.
681 * A resolution that has one component as 0 is treated as a marker to
682 * auto-detect a good window size. */
683 _cur_resolution
.width
= std::min(_cur_resolution
.width
, UINT16_MAX
/ 2u);
684 _cur_resolution
.height
= std::min(_cur_resolution
.height
, UINT16_MAX
/ 2u);
686 /* Assume the cursor starts within the game as not all video drivers
687 * get an event that the cursor is within the window when it is opened.
688 * Saying the cursor is there makes no visible difference as it would
689 * just be out of the bounds of the window. */
690 _cursor
.in_window
= true;
692 /* enumerate language files */
693 InitializeLanguagePacks();
695 /* Initialize the font cache */
696 InitFontCache(false);
698 /* This must be done early, since functions use the SetWindowDirty* calls */
701 BaseGraphics::FindSets();
702 bool valid_graphics_set
;
703 if (!graphics_set
.empty()) {
704 valid_graphics_set
= BaseGraphics::SetSetByName(graphics_set
);
705 } else if (BaseGraphics::ini_data
.shortname
!= 0) {
706 graphics_set
= BaseGraphics::ini_data
.name
;
707 valid_graphics_set
= BaseGraphics::SetSetByShortname(BaseGraphics::ini_data
.shortname
);
708 if (valid_graphics_set
&& !BaseGraphics::ini_data
.extra_params
.empty()) {
709 GRFConfig
&extra_cfg
= BaseGraphics::GetUsedSet()->GetOrCreateExtraConfig();
710 if (extra_cfg
.IsCompatible(BaseGraphics::ini_data
.extra_version
)) {
711 extra_cfg
.SetParams(BaseGraphics::ini_data
.extra_params
);
714 } else if (!BaseGraphics::ini_data
.name
.empty()) {
715 graphics_set
= BaseGraphics::ini_data
.name
;
716 valid_graphics_set
= BaseGraphics::SetSetByName(BaseGraphics::ini_data
.name
);
718 valid_graphics_set
= true;
719 BaseGraphics::SetSet(nullptr); // ignore error, continue to bootstrap GUI
721 if (!valid_graphics_set
) {
722 BaseGraphics::SetSet(nullptr);
724 ErrorMessageData
msg(STR_CONFIG_ERROR
, STR_CONFIG_ERROR_INVALID_BASE_GRAPHICS_NOT_FOUND
);
725 msg
.SetDParamStr(0, graphics_set
);
726 ScheduleErrorMessage(msg
);
729 /* Initialize game palette */
732 Debug(misc
, 1, "Loading blitter...");
733 if (blitter
.empty() && !_ini_blitter
.empty()) blitter
= _ini_blitter
;
734 _blitter_autodetected
= blitter
.empty();
735 /* Activate the initial blitter.
736 * This is only some initial guess, after NewGRFs have been loaded SwitchNewGRFBlitter may switch to a different one.
737 * - Never guess anything, if the user specified a blitter. (_blitter_autodetected)
738 * - Use 32bpp blitter if baseset or 8bpp-support settings says so.
739 * - Use 8bpp blitter otherwise.
741 if (!_blitter_autodetected
||
742 (_support8bpp
!= S8BPP_NONE
&& (BaseGraphics::GetUsedSet() == nullptr || BaseGraphics::GetUsedSet()->blitter
== BLT_8BPP
)) ||
743 BlitterFactory::SelectBlitter("32bpp-anim") == nullptr) {
744 if (BlitterFactory::SelectBlitter(blitter
) == nullptr) {
746 UserError("Failed to autoprobe blitter") :
747 UserError("Failed to select requested blitter '{}'; does it exist?", blitter
);
751 if (videodriver
.empty() && !_ini_videodriver
.empty()) videodriver
= _ini_videodriver
;
752 DriverFactoryBase::SelectDriver(videodriver
, Driver::DT_VIDEO
);
754 InitializeSpriteSorter();
756 /* Initialize the zoom level of the screen to normal */
757 _screen
.zoom
= ZOOM_LVL_MIN
;
759 /* The video driver is now selected, now initialise GUI zoom */
762 SocialIntegration::Initialize();
763 NetworkStartUp(); // initialize network-core
765 if (!HandleBootstrap()) {
770 VideoDriver::GetInstance()->ClaimMousePointer();
772 /* initialize screenshot formats */
773 InitializeScreenshotFormats();
775 BaseSounds::FindSets();
776 if (sounds_set
.empty() && !BaseSounds::ini_set
.empty()) sounds_set
= BaseSounds::ini_set
;
777 if (!BaseSounds::SetSetByName(sounds_set
)) {
778 if (sounds_set
.empty() || !BaseSounds::SetSet({})) {
779 UserError("Failed to find a sounds set. Please acquire a sounds set for OpenTTD. See section 1.4 of README.md.");
781 ErrorMessageData
msg(STR_CONFIG_ERROR
, STR_CONFIG_ERROR_INVALID_BASE_SOUNDS_NOT_FOUND
);
782 msg
.SetDParamStr(0, sounds_set
);
783 ScheduleErrorMessage(msg
);
787 BaseMusic::FindSets();
788 if (music_set
.empty() && !BaseMusic::ini_set
.empty()) music_set
= BaseMusic::ini_set
;
789 if (!BaseMusic::SetSetByName(music_set
)) {
790 if (music_set
.empty() || !BaseMusic::SetSet({})) {
791 UserError("Failed to find a music set. Please acquire a music set for OpenTTD. See section 1.4 of README.md.");
793 ErrorMessageData
msg(STR_CONFIG_ERROR
, STR_CONFIG_ERROR_INVALID_BASE_MUSIC_NOT_FOUND
);
794 msg
.SetDParamStr(0, music_set
);
795 ScheduleErrorMessage(msg
);
799 if (sounddriver
.empty() && !_ini_sounddriver
.empty()) sounddriver
= _ini_sounddriver
;
800 DriverFactoryBase::SelectDriver(sounddriver
, Driver::DT_SOUND
);
802 if (musicdriver
.empty() && !_ini_musicdriver
.empty()) musicdriver
= _ini_musicdriver
;
803 DriverFactoryBase::SelectDriver(musicdriver
, Driver::DT_MUSIC
);
805 GenerateWorld(GWM_EMPTY
, 64, 64); // Make the viewport initialization happy
806 LoadIntroGame(false);
808 /* ScanNewGRFFiles now has control over the scanner. */
809 RequestNewGRFScan(scanner
.release());
811 VideoDriver::GetInstance()->MainLoop();
817 void HandleExitGameRequest()
819 if (_game_mode
== GM_MENU
|| _game_mode
== GM_BOOTSTRAP
) { // do not ask to quit on the main screen
821 } else if (_settings_client
.gui
.autosave_on_exit
) {
823 _survey
.Transmit(NetworkSurveyHandler::Reason::EXIT
, true);
831 * Triggers everything required to set up a saved scenario for a new game.
833 static void OnStartScenario()
835 /* Reset engine pool to simplify changing engine NewGRFs in scenario editor. */
836 EngineOverrideManager::ResetToCurrentNewGRFConfig();
838 /* Make sure all industries were built "this year", to avoid too early closures. (#9918) */
839 for (Industry
*i
: Industry::Iterate()) {
840 i
->last_prod_year
= TimerGameEconomy::year
;
845 * Triggers everything that should be triggered when starting a game.
846 * @param dedicated_server Whether this is a dedicated server or not.
848 static void OnStartGame(bool dedicated_server
)
850 /* Update the local company for a loaded game. It is either the first available company
851 * or in the case of a dedicated server, a spectator */
852 SetLocalCompany(dedicated_server
? COMPANY_SPECTATOR
: GetFirstPlayableCompanyID());
854 NetworkOnGameStart();
856 /* Execute the game-start script */
857 IConsoleCmdExec("exec scripts/game_start.scr 0");
860 static void MakeNewGameDone()
862 SettingsDisableElrail(_settings_game
.vehicle
.disable_elrails
);
864 /* In a dedicated server, the server does not play */
865 if (!VideoDriver::GetInstance()->HasGUI()) {
867 if (_settings_client
.gui
.pause_on_newgame
) Command
<CMD_PAUSE
>::Post(PM_PAUSED_NORMAL
, true);
871 /* Create a single company */
872 DoStartupNewCompany(false);
874 Company
*c
= Company::Get(COMPANY_FIRST
);
875 c
->settings
= _settings_client
.company
;
877 /* Overwrite color from settings if needed
878 * COLOUR_END corresponds to Random colour */
880 if (_settings_client
.gui
.starting_colour
!= COLOUR_END
) {
881 c
->colour
= _settings_client
.gui
.starting_colour
;
882 ResetCompanyLivery(c
);
883 _company_colours
[c
->index
] = c
->colour
;
886 if (_settings_client
.gui
.starting_colour_secondary
!= COLOUR_END
&& HasBit(_loaded_newgrf_features
.used_liveries
, LS_DEFAULT
)) {
887 Command
<CMD_SET_COMPANY_COLOUR
>::Post(LS_DEFAULT
, false, _settings_client
.gui
.starting_colour_secondary
);
895 if (_settings_client
.gui
.pause_on_newgame
) Command
<CMD_PAUSE
>::Post(PM_PAUSED_NORMAL
, true);
899 MarkWholeScreenDirty();
902 static void MakeNewGame(bool from_heightmap
, bool reset_settings
)
904 _game_mode
= GM_NORMAL
;
905 if (!from_heightmap
) {
906 /* "reload" command needs to know what mode we were in. */
907 _file_to_saveload
.SetMode(SLO_INVALID
, FT_INVALID
, DFT_INVALID
);
910 ResetGRFConfig(true);
912 GenerateWorldSetCallback(&MakeNewGameDone
);
913 GenerateWorld(from_heightmap
? GWM_HEIGHTMAP
: GWM_NEWGAME
, 1 << _settings_game
.game_creation
.map_x
, 1 << _settings_game
.game_creation
.map_y
, reset_settings
);
916 static void MakeNewEditorWorldDone()
918 SetLocalCompany(OWNER_NONE
);
921 static void MakeNewEditorWorld()
923 _game_mode
= GM_EDITOR
;
924 /* "reload" command needs to know what mode we were in. */
925 _file_to_saveload
.SetMode(SLO_INVALID
, FT_INVALID
, DFT_INVALID
);
927 ResetGRFConfig(true);
929 GenerateWorldSetCallback(&MakeNewEditorWorldDone
);
930 GenerateWorld(GWM_EMPTY
, 1 << _settings_game
.game_creation
.map_x
, 1 << _settings_game
.game_creation
.map_y
);
934 * Load the specified savegame but on error do different things.
935 * If loading fails due to corrupt savegame, bad version, etc. go back to
936 * a previous correct state. In the menu for example load the intro game again.
937 * @param filename file to be loaded
938 * @param fop mode of loading, always SLO_LOAD
939 * @param newgm switch to this mode of loading fails due to some unknown error
940 * @param subdir default directory to look for filename, set to 0 if not needed
941 * @param lf Load filter to use, if nullptr: use filename + subdir.
943 bool SafeLoad(const std::string
&filename
, SaveLoadOperation fop
, DetailedFileType dft
, GameMode newgm
, Subdirectory subdir
, std::shared_ptr
<LoadFilter
> lf
= nullptr)
945 assert(fop
== SLO_LOAD
);
946 assert(dft
== DFT_GAME_FILE
|| (lf
== nullptr && dft
== DFT_OLD_GAME_FILE
));
947 GameMode ogm
= _game_mode
;
951 SaveOrLoadResult result
= (lf
== nullptr) ? SaveOrLoad(filename
, fop
, dft
, subdir
) : LoadWithFilter(lf
);
952 if (result
== SL_OK
) return true;
954 if (_network_dedicated
&& ogm
== GM_MENU
) {
956 * If we are a dedicated server *and* we just were in the menu, then we
957 * are loading the first savegame. If that fails, not starting the
958 * server is a better reaction than starting the server with a newly
959 * generated map as it is quite likely to be started from a script.
961 Debug(net
, 0, "Loading requested map failed; closing server.");
966 if (result
!= SL_REINIT
) {
971 if (_network_dedicated
) {
973 * If we are a dedicated server, have already loaded/started a game,
974 * and then loading the savegame fails in a manner that we need to
975 * reinitialize everything. We must not fall back into the menu mode
976 * with the intro game, as that is unjoinable by clients. So there is
977 * nothing else to do than start a new game, as it might have failed
978 * trying to reload the originally loaded savegame/scenario.
980 Debug(net
, 0, "Loading game failed, so a new (random) game will be started");
981 MakeNewGame(false, true);
985 if (_network_server
) {
986 /* We can't load the intro game as server, so disconnect first. */
992 case GM_MENU
: LoadIntroGame(); break;
993 case GM_EDITOR
: MakeNewEditorWorld(); break;
998 static void UpdateSocialIntegration(GameMode game_mode
)
1000 switch (game_mode
) {
1003 SocialIntegration::EventEnterMainMenu();
1008 SocialIntegration::EventEnterMultiplayer(Map::SizeX(), Map::SizeY());
1010 SocialIntegration::EventEnterSingleplayer(Map::SizeX(), Map::SizeY());
1015 SocialIntegration::EventEnterScenarioEditor(Map::SizeX(), Map::SizeY());
1020 void SwitchToMode(SwitchMode new_mode
)
1022 /* If we are saving something, the network stays in its current state */
1023 if (new_mode
!= SM_SAVE_GAME
) {
1024 /* If the network is active, make it not-active */
1026 if (_network_server
&& (new_mode
== SM_LOAD_GAME
|| new_mode
== SM_NEWGAME
|| new_mode
== SM_RESTARTGAME
)) {
1029 NetworkDisconnect();
1033 /* If we are a server, we restart the server */
1034 if (_is_network_server
) {
1035 /* But not if we are going to the menu */
1036 if (new_mode
!= SM_MENU
) {
1037 /* check if we should reload the config */
1038 if (_settings_client
.network
.reload_cfg
) {
1040 MakeNewgameSettingsLive();
1041 ResetGRFConfig(false);
1043 NetworkServerStart();
1045 /* This client no longer wants to be a network-server */
1046 _is_network_server
= false;
1051 /* Make sure all AI controllers are gone at quitting game */
1052 if (new_mode
!= SM_SAVE_GAME
) AI::KillAll();
1054 /* When we change mode, reset the autosave. */
1055 if (new_mode
!= SM_SAVE_GAME
) ChangeAutosaveFrequency(true);
1057 /* Transmit the survey if we were in normal-mode and not saving. It always means we leaving the current game. */
1058 if (_game_mode
== GM_NORMAL
&& new_mode
!= SM_SAVE_GAME
) _survey
.Transmit(NetworkSurveyHandler::Reason::LEAVE
);
1060 /* Keep track when we last switch mode. Used for survey, to know how long someone was in a game. */
1061 if (new_mode
!= SM_SAVE_GAME
) {
1062 _game_session_stats
.start_time
= std::chrono::steady_clock::now();
1063 _game_session_stats
.savegame_size
= std::nullopt
;
1067 case SM_EDITOR
: // Switch to scenario editor
1068 MakeNewEditorWorld();
1069 GenerateSavegameId();
1071 UpdateSocialIntegration(GM_EDITOR
);
1074 case SM_RELOADGAME
: // Reload with what-ever started the game
1075 if (_file_to_saveload
.abstract_ftype
== FT_SAVEGAME
|| _file_to_saveload
.abstract_ftype
== FT_SCENARIO
) {
1076 /* Reload current savegame/scenario */
1077 _switch_mode
= _game_mode
== GM_EDITOR
? SM_LOAD_SCENARIO
: SM_LOAD_GAME
;
1078 SwitchToMode(_switch_mode
);
1080 } else if (_file_to_saveload
.abstract_ftype
== FT_HEIGHTMAP
) {
1081 /* Restart current heightmap */
1082 _switch_mode
= _game_mode
== GM_EDITOR
? SM_LOAD_HEIGHTMAP
: SM_RESTART_HEIGHTMAP
;
1083 SwitchToMode(_switch_mode
);
1087 MakeNewGame(false, new_mode
== SM_NEWGAME
);
1088 GenerateSavegameId();
1090 UpdateSocialIntegration(GM_NORMAL
);
1093 case SM_RESTARTGAME
: // Restart --> 'Random game' with current settings
1094 case SM_NEWGAME
: // New Game --> 'Random game'
1095 MakeNewGame(false, new_mode
== SM_NEWGAME
);
1096 GenerateSavegameId();
1098 UpdateSocialIntegration(GM_NORMAL
);
1101 case SM_LOAD_GAME
: { // Load game, Play Scenario
1102 ResetGRFConfig(true);
1103 ResetWindowSystem();
1105 if (!SafeLoad(_file_to_saveload
.name
, _file_to_saveload
.file_op
, _file_to_saveload
.detail_ftype
, GM_NORMAL
, NO_DIRECTORY
)) {
1106 ShowErrorMessage(GetSaveLoadErrorType(), GetSaveLoadErrorMessage(), WL_CRITICAL
);
1108 if (_file_to_saveload
.abstract_ftype
== FT_SCENARIO
) {
1111 OnStartGame(_network_dedicated
);
1112 /* Decrease pause counter (was increased from opening load dialog) */
1113 Command
<CMD_PAUSE
>::Post(PM_PAUSED_SAVELOAD
, false);
1116 UpdateSocialIntegration(GM_NORMAL
);
1120 case SM_RESTART_HEIGHTMAP
: // Load a heightmap and start a new game from it with current settings
1121 case SM_START_HEIGHTMAP
: // Load a heightmap and start a new game from it
1122 MakeNewGame(true, new_mode
== SM_START_HEIGHTMAP
);
1123 GenerateSavegameId();
1125 UpdateSocialIntegration(GM_NORMAL
);
1128 case SM_LOAD_HEIGHTMAP
: // Load heightmap from scenario editor
1129 SetLocalCompany(OWNER_NONE
);
1131 _game_mode
= GM_EDITOR
;
1133 GenerateWorld(GWM_HEIGHTMAP
, 1 << _settings_game
.game_creation
.map_x
, 1 << _settings_game
.game_creation
.map_y
);
1134 GenerateSavegameId();
1135 MarkWholeScreenDirty();
1137 UpdateSocialIntegration(GM_EDITOR
);
1140 case SM_LOAD_SCENARIO
: { // Load scenario from scenario editor
1141 if (SafeLoad(_file_to_saveload
.name
, _file_to_saveload
.file_op
, _file_to_saveload
.detail_ftype
, GM_EDITOR
, NO_DIRECTORY
)) {
1142 SetLocalCompany(OWNER_NONE
);
1143 GenerateSavegameId();
1144 _settings_newgame
.game_creation
.starting_year
= TimerGameCalendar::year
;
1145 /* Cancel the saveload pausing */
1146 Command
<CMD_PAUSE
>::Post(PM_PAUSED_SAVELOAD
, false);
1148 ShowErrorMessage(GetSaveLoadErrorType(), GetSaveLoadErrorMessage(), WL_CRITICAL
);
1151 UpdateSocialIntegration(GM_EDITOR
);
1155 case SM_JOIN_GAME
: // Join a multiplayer game
1157 NetworkClientJoinGame();
1159 SocialIntegration::EventJoiningMultiplayer();
1162 case SM_MENU
: // Switch to game intro menu
1164 if (BaseSounds::ini_set
.empty() && BaseSounds::GetUsedSet()->fallback
&& SoundDriver::GetInstance()->HasOutput()) {
1165 ShowErrorMessage(STR_WARNING_FALLBACK_SOUNDSET
, INVALID_STRING_ID
, WL_CRITICAL
);
1166 BaseSounds::ini_set
= BaseSounds::GetUsedSet()->name
;
1168 if (_settings_client
.network
.participate_survey
== PS_ASK
) {
1169 /* No matter how often you go back to the main menu, only ask the first time. */
1170 static bool asked_once
= false;
1173 ShowNetworkAskSurvey();
1177 UpdateSocialIntegration(GM_MENU
);
1180 case SM_SAVE_GAME
: // Save game.
1181 /* Make network saved games on pause compatible to singleplayer mode */
1182 if (SaveOrLoad(_file_to_saveload
.name
, SLO_SAVE
, DFT_GAME_FILE
, NO_DIRECTORY
) != SL_OK
) {
1183 ShowErrorMessage(GetSaveLoadErrorType(), GetSaveLoadErrorMessage(), WL_ERROR
);
1185 CloseWindowById(WC_SAVELOAD
, 0);
1189 case SM_SAVE_HEIGHTMAP
: // Save heightmap.
1190 MakeHeightmapScreenshot(_file_to_saveload
.name
.c_str());
1191 CloseWindowById(WC_SAVELOAD
, 0);
1194 case SM_GENRANDLAND
: // Generate random land within scenario editor
1195 SetLocalCompany(OWNER_NONE
);
1196 GenerateWorld(GWM_RANDOM
, 1 << _settings_game
.game_creation
.map_x
, 1 << _settings_game
.game_creation
.map_y
);
1198 MarkWholeScreenDirty();
1201 default: NOT_REACHED();
1208 * State controlling game loop.
1209 * The state must not be changed from anywhere but here.
1210 * That check is enforced in DoCommand.
1212 void StateGameLoop()
1214 if (!_networking
|| _network_server
) {
1215 StateGameLoop_LinkGraphPauseControl();
1218 /* Don't execute the state loop during pause or when modal windows are open. */
1219 if (_pause_mode
!= PM_UNPAUSED
|| HasModalProgress()) {
1220 PerformanceMeasurer::Paused(PFE_GAMELOOP
);
1221 PerformanceMeasurer::Paused(PFE_GL_ECONOMY
);
1222 PerformanceMeasurer::Paused(PFE_GL_TRAINS
);
1223 PerformanceMeasurer::Paused(PFE_GL_ROADVEHS
);
1224 PerformanceMeasurer::Paused(PFE_GL_SHIPS
);
1225 PerformanceMeasurer::Paused(PFE_GL_AIRCRAFT
);
1226 PerformanceMeasurer::Paused(PFE_GL_LANDSCAPE
);
1228 if (!HasModalProgress()) UpdateLandscapingLimits();
1229 #ifndef DEBUG_DUMP_COMMANDS
1235 PerformanceMeasurer
framerate(PFE_GAMELOOP
);
1236 PerformanceAccumulator::Reset(PFE_GL_LANDSCAPE
);
1238 Layouter::ReduceLineCache();
1240 if (_game_mode
== GM_EDITOR
) {
1241 BasePersistentStorageArray::SwitchMode(PSM_ENTER_GAMELOOP
);
1244 CallLandscapeTick();
1245 BasePersistentStorageArray::SwitchMode(PSM_LEAVE_GAMELOOP
);
1246 UpdateLandscapingLimits();
1248 CallWindowGameTickEvent();
1251 if (_debug_desync_level
> 2 && TimerGameEconomy::date_fract
== 0 && (TimerGameEconomy::date
.base() & 0x1F) == 0) {
1252 /* Save the desync savegame if needed. */
1253 std::string name
= fmt::format("dmp_cmds_{:08x}_{:08x}.sav", _settings_game
.game_creation
.generation_seed
, TimerGameEconomy::date
);
1254 SaveOrLoad(name
, SLO_SAVE
, DFT_GAME_FILE
, AUTOSAVE_DIR
, false);
1259 /* All these actions has to be done from OWNER_NONE
1260 * for multiplayer compatibility */
1261 Backup
<CompanyID
> cur_company(_current_company
, OWNER_NONE
);
1263 BasePersistentStorageArray::SwitchMode(PSM_ENTER_GAMELOOP
);
1264 AnimateAnimatedTiles();
1265 if (TimerManager
<TimerGameCalendar
>::Elapsed(1)) {
1266 RunVehicleCalendarDayProc();
1268 TimerManager
<TimerGameEconomy
>::Elapsed(1);
1269 TimerManager
<TimerGameTick
>::Elapsed(1);
1272 CallLandscapeTick();
1273 BasePersistentStorageArray::SwitchMode(PSM_LEAVE_GAMELOOP
);
1275 #ifndef DEBUG_DUMP_COMMANDS
1277 PerformanceMeasurer
script_framerate(PFE_ALLSCRIPTS
);
1282 UpdateLandscapingLimits();
1284 CallWindowGameTickEvent();
1286 cur_company
.Restore();
1289 assert(IsLocalCompany());
1292 /** Interval for regular autosaves. Initialized at zero to disable till settings are loaded. */
1293 static IntervalTimer
<TimerGameRealtime
> _autosave_interval({std::chrono::milliseconds::zero(), TimerGameRealtime::AUTOSAVE
}, [](auto)
1295 /* We reset the command-during-pause mode here, so we don't continue
1296 * to make auto-saves when nothing more is changing. */
1297 _pause_mode
&= ~PM_COMMAND_DURING_PAUSE
;
1299 _do_autosave
= true;
1300 SetWindowDirty(WC_STATUS_BAR
, 0);
1302 static FiosNumberedSaveName
_autosave_ctr("autosave");
1303 DoAutoOrNetsave(_autosave_ctr
);
1305 _do_autosave
= false;
1306 SetWindowDirty(WC_STATUS_BAR
, 0);
1310 * Reset the interval of the autosave.
1312 * If reset is not set, this does not set the elapsed time on the timer,
1313 * so if the interval is smaller, it might result in an autosave being done
1316 * @param reset Whether to reset the timer back to zero, or to continue.
1318 void ChangeAutosaveFrequency(bool reset
)
1320 _autosave_interval
.SetInterval({std::chrono::minutes(_settings_client
.gui
.autosave_interval
), TimerGameRealtime::AUTOSAVE
}, reset
);
1324 * Request a new NewGRF scan. This will be executed on the next game-tick.
1325 * This is mostly needed to ensure NewGRF scans (which are blocking) are
1326 * done in the game-thread, and not in the draw-thread (which most often
1327 * triggers this request).
1328 * @param callback Optional callback to call when NewGRF scan is completed.
1329 * @return True when the NewGRF scan was actually requested, false when the scan was already running.
1331 bool RequestNewGRFScan(NewGRFScanCallback
*callback
)
1333 if (_request_newgrf_scan
) return false;
1335 _request_newgrf_scan
= true;
1336 _request_newgrf_scan_callback
= callback
;
1342 if (_game_mode
== GM_BOOTSTRAP
) {
1343 /* Check for UDP stuff */
1344 if (_network_available
) NetworkBackgroundLoop();
1348 if (_request_newgrf_scan
) {
1349 ScanNewGRFFiles(_request_newgrf_scan_callback
);
1350 _request_newgrf_scan
= false;
1351 _request_newgrf_scan_callback
= nullptr;
1352 /* In case someone closed the game during our scan, don't do anything else. */
1353 if (_exit_game
) return;
1356 ProcessAsyncSaveFinish();
1358 if (_game_mode
== GM_NORMAL
) {
1359 static auto last_time
= std::chrono::steady_clock::now();
1360 auto now
= std::chrono::steady_clock::now();
1361 auto delta_ms
= std::chrono::duration_cast
<std::chrono::milliseconds
>(now
- last_time
);
1362 if (delta_ms
.count() != 0) {
1363 TimerManager
<TimerGameRealtime
>::Elapsed(delta_ms
);
1368 /* switch game mode? */
1369 if (_switch_mode
!= SM_NONE
&& !HasModalProgress()) {
1370 SwitchToMode(_switch_mode
);
1371 _switch_mode
= SM_NONE
;
1372 if (_exit_game
) return;
1375 IncreaseSpriteLRU();
1377 /* Check for UDP stuff */
1378 if (_network_available
) NetworkBackgroundLoop();
1380 DebugSendRemoteMessages();
1382 if (_networking
&& !HasModalProgress()) {
1386 if (_network_reconnect
> 0 && --_network_reconnect
== 0) {
1387 /* This means that we want to reconnect to the last host
1388 * We do this here, because it means that the network is really closed */
1389 NetworkClientConnectGame(_settings_client
.network
.last_joined
, COMPANY_SPECTATOR
);
1395 if (!_pause_mode
&& HasBit(_display_opt
, DO_FULL_ANIMATION
)) DoPaletteAnimations();
1397 SoundDriver::GetInstance()->MainLoop();
1399 SocialIntegration::RunCallbacks();