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"
17 #include "fontcache.h"
21 #include "base_media_base.h"
22 #include "saveload/saveload.h"
23 #include "company_func.h"
24 #include "command_func.h"
25 #include "news_func.h"
31 #include "console_func.h"
32 #include "screenshot.h"
33 #include "network/network.h"
34 #include "network/network_func.h"
36 #include "ai/ai_config.hpp"
37 #include "settings_func.h"
40 #include "strings_func.h"
41 #include "date_func.h"
42 #include "vehicle_func.h"
44 #include "animated_tile_func.h"
45 #include "roadstop_base.h"
46 #include "elrail_func.h"
48 #include "highscore.h"
49 #include "station_base.h"
51 #include "engine_func.h"
52 #include "core/random_func.hpp"
55 #include "core/backup_type.hpp"
58 #include "misc/getoptdata.h"
59 #include "game/game.hpp"
60 #include "game/game_config.hpp"
62 #include "subsidy_func.h"
63 #include "gfx_layout.h"
64 #include "viewport_func.h"
65 #include "viewport_sprite_sorter.h"
66 #include "framerate_type.h"
69 #include "linkgraph/linkgraphschedule.h"
72 #include <system_error>
74 #include "safeguards.h"
77 # include <emscripten.h>
78 # include <emscripten/html5.h>
81 void CallLandscapeTick();
83 void DoPaletteAnimations();
86 void CallWindowGameTickEvent();
87 bool HandleBootstrap();
89 extern Company
*DoStartupNewCompany(bool is_ai
, CompanyID company
= INVALID_COMPANY
);
90 extern void ShowOSErrorBox(const char *buf
, bool system
);
91 extern char *_config_file
;
93 bool _save_config
= false;
96 * Error handling for fatal user errors.
97 * @param s the string to print.
98 * @note Does NEVER return.
100 void CDECL
usererror(const char *s
, ...)
106 vseprintf(buf
, lastof(buf
), s
, va
);
109 ShowOSErrorBox(buf
, false);
110 if (VideoDriver::GetInstance() != nullptr) VideoDriver::GetInstance()->Stop();
112 #ifdef __EMSCRIPTEN__
113 emscripten_exit_pointerlock();
114 /* In effect, the game ends here. As emscripten_set_main_loop() caused
115 * the stack to be unwound, the code after MainLoop() in
116 * openttd_main() is never executed. */
117 EM_ASM(if (window
["openttd_syncfs"]) openttd_syncfs());
118 EM_ASM(if (window
["openttd_abort"]) openttd_abort());
125 * Error handling for fatal non-user errors.
126 * @param s the string to print.
127 * @note Does NEVER return.
129 void CDECL
error(const char *s
, ...)
135 vseprintf(buf
, lastof(buf
), s
, va
);
138 if (VideoDriver::GetInstance() == nullptr || VideoDriver::GetInstance()->HasGUI()) {
139 ShowOSErrorBox(buf
, true);
142 /* Set the error message for the crash log and then invoke it. */
143 CrashLog::SetErrorMessage(buf
);
148 * Shows some information on the console/a popup box depending on the OS.
149 * @param str the text to show.
151 void CDECL
ShowInfoF(const char *str
, ...)
156 vseprintf(buf
, lastof(buf
), str
, va
);
162 * Show the help message when someone passed a wrong parameter.
164 static void ShowHelp()
169 p
+= seprintf(p
, lastof(buf
), "OpenTTD %s\n", _openttd_revision
);
173 "Command line options:\n"
174 " -v drv = Set video driver (see below)\n"
175 " -s drv = Set sound driver (see below) (param bufsize,hz)\n"
176 " -m drv = Set music driver (see below)\n"
177 " -b drv = Set the blitter to use (see below)\n"
178 " -r res = Set resolution (for instance 800x600)\n"
179 " -h = Display this help text\n"
180 " -t year = Set starting year\n"
181 " -d [[fac=]lvl[,...]]= Debug mode\n"
182 " -e = Start Editor\n"
183 " -g [savegame] = Start new/save game immediately\n"
184 " -G seed = Set random seed\n"
185 " -n [ip:port#company]= Join network game\n"
186 " -p password = Password to join server\n"
187 " -P password = Password to join company\n"
188 " -D [ip][:port] = Start dedicated server\n"
189 " -l ip[:port] = Redirect DEBUG()\n"
191 " -f = Fork into the background (dedicated only)\n"
193 " -I graphics_set = Force the graphics set (see below)\n"
194 " -S sounds_set = Force the sounds set (see below)\n"
195 " -M music_set = Force the music set (see below)\n"
196 " -c config_file = Use 'config_file' instead of 'openttd.cfg'\n"
197 " -x = Never save configuration changes to disk\n"
198 " -q savegame = Write some information about the savegame and exit\n"
203 /* List the graphics packs */
204 p
= BaseGraphics::GetSetsList(p
, lastof(buf
));
206 /* List the sounds packs */
207 p
= BaseSounds::GetSetsList(p
, lastof(buf
));
209 /* List the music packs */
210 p
= BaseMusic::GetSetsList(p
, lastof(buf
));
212 /* List the drivers */
213 p
= DriverFactoryBase::GetDriversInfo(p
, lastof(buf
));
215 /* List the blitters */
216 p
= BlitterFactory::GetBlittersInfo(p
, lastof(buf
));
218 /* List the debug facilities. */
219 p
= DumpDebugFacilityNames(p
, lastof(buf
));
221 /* We need to initialize the AI, so it finds the AIs */
223 p
= AI::GetConsoleList(p
, lastof(buf
), true);
224 AI::Uninitialize(true);
226 /* We need to initialize the GameScript, so it finds the GSs */
228 p
= Game::GetConsoleList(p
, lastof(buf
), true);
229 Game::Uninitialize(true);
231 /* ShowInfo put output to stderr, but version information should go
232 * to stdout; this is the only exception */
240 static void WriteSavegameInfo(const char *name
)
242 extern SaveLoadVersion _sl_version
;
243 uint32 last_ottd_rev
= 0;
244 byte ever_modified
= 0;
245 bool removed_newgrfs
= false;
247 GamelogInfo(_load_check_data
.gamelog_action
, _load_check_data
.gamelog_actions
, &last_ottd_rev
, &ever_modified
, &removed_newgrfs
);
251 p
+= seprintf(p
, lastof(buf
), "Name: %s\n", name
);
252 p
+= seprintf(p
, lastof(buf
), "Savegame ver: %d\n", _sl_version
);
253 p
+= seprintf(p
, lastof(buf
), "NewGRF ver: 0x%08X\n", last_ottd_rev
);
254 p
+= seprintf(p
, lastof(buf
), "Modified: %d\n", ever_modified
);
256 if (removed_newgrfs
) {
257 p
+= seprintf(p
, lastof(buf
), "NewGRFs have been removed\n");
260 p
= strecpy(p
, "NewGRFs:\n", lastof(buf
));
261 if (_load_check_data
.HasNewGrfs()) {
262 for (GRFConfig
*c
= _load_check_data
.grfconfig
; c
!= nullptr; c
= c
->next
) {
264 md5sumToString(md5sum
, lastof(md5sum
), HasBit(c
->flags
, GCF_COMPATIBLE
) ? c
->original_md5sum
: c
->ident
.md5sum
);
265 p
+= seprintf(p
, lastof(buf
), "%08X %s %s\n", c
->ident
.grfid
, md5sum
, c
->filename
);
269 /* ShowInfo put output to stderr, but version information should go
270 * to stdout; this is the only exception */
280 * Extract the resolution from the given string and store
281 * it in the 'res' parameter.
282 * @param res variable to store the resolution in.
283 * @param s the string to decompose.
285 static void ParseResolution(Dimension
*res
, const char *s
)
287 const char *t
= strchr(s
, 'x');
289 ShowInfoF("Invalid resolution '%s'", s
);
293 res
->width
= max(strtoul(s
, nullptr, 0), 64UL);
294 res
->height
= max(strtoul(t
+ 1, nullptr, 0), 64UL);
299 * Uninitializes drivers, frees allocated memory, cleans pools, ...
300 * Generally, prepares the game for shutting down
302 static void ShutdownGame()
306 if (_network_available
) NetworkShutDown(); // Shut down the network and close any open connections
308 DriverFactoryBase::ShutdownDrivers();
310 UnInitWindowSystem();
312 /* stop the scripts */
313 AI::Uninitialize(false);
314 Game::Uninitialize(false);
316 /* Uninitialize variables that are allocated dynamically */
321 LinkGraphSchedule::Clear();
322 PoolBase::Clean(PT_ALL
);
324 /* No NewGRFs were loaded when it was still bootstrapping. */
325 if (_game_mode
!= GM_BOOTSTRAP
) ResetNewGRFData();
327 /* Close all and any open filehandles */
334 * Load the introduction game.
335 * @param load_newgrfs Whether to load the NewGRFs or not.
337 static void LoadIntroGame(bool load_newgrfs
= true)
339 _game_mode
= GM_MENU
;
341 if (load_newgrfs
) ResetGRFConfig(false);
343 /* Setup main window */
345 SetupColoursAndInitialWindow();
347 /* Load the default opening screen savegame */
348 if (SaveOrLoad("opntitle.dat", SLO_LOAD
, DFT_GAME_FILE
, BASESET_DIR
) != SL_OK
) {
349 GenerateWorld(GWM_EMPTY
, 64, 64); // if failed loading, make empty world.
350 WaitTillGeneratedWorld();
351 SetLocalCompany(COMPANY_SPECTATOR
);
353 SetLocalCompany(COMPANY_FIRST
);
357 _pause_mode
= PM_UNPAUSED
;
358 _cursor
.fix_at
= false;
360 CheckForMissingGlyphs();
362 MusicLoop(); // ensure music is correct
365 void MakeNewgameSettingsLive()
367 for (CompanyID c
= COMPANY_FIRST
; c
< MAX_COMPANIES
; c
++) {
368 if (_settings_game
.ai_config
[c
] != nullptr) {
369 delete _settings_game
.ai_config
[c
];
372 if (_settings_game
.game_config
!= nullptr) {
373 delete _settings_game
.game_config
;
376 /* Copy newgame settings to active settings.
377 * Also initialise old settings needed for savegame conversion. */
378 _settings_game
= _settings_newgame
;
379 _old_vds
= _settings_client
.company
.vehicle
;
381 for (CompanyID c
= COMPANY_FIRST
; c
< MAX_COMPANIES
; c
++) {
382 _settings_game
.ai_config
[c
] = nullptr;
383 if (_settings_newgame
.ai_config
[c
] != nullptr) {
384 _settings_game
.ai_config
[c
] = new AIConfig(_settings_newgame
.ai_config
[c
]);
385 if (!AIConfig::GetConfig(c
, AIConfig::SSS_FORCE_GAME
)->HasScript()) {
386 AIConfig::GetConfig(c
, AIConfig::SSS_FORCE_GAME
)->Change(nullptr);
390 _settings_game
.game_config
= nullptr;
391 if (_settings_newgame
.game_config
!= nullptr) {
392 _settings_game
.game_config
= new GameConfig(_settings_newgame
.game_config
);
396 void OpenBrowser(const char *url
)
398 /* Make sure we only accept urls that are sure to open a browser. */
399 if (strstr(url
, "http://") != url
&& strstr(url
, "https://") != url
) return;
401 extern void OSOpenBrowser(const char *url
);
405 /** Callback structure of statements to be executed after the NewGRF scan. */
406 struct AfterNewGRFScan
: NewGRFScanCallback
{
407 Year startyear
; ///< The start year.
408 uint32 generation_seed
; ///< Seed for the new game.
409 char *dedicated_host
; ///< Hostname for the dedicated server.
410 uint16 dedicated_port
; ///< Port for the dedicated server.
411 char *network_conn
; ///< Information about the server to connect to, or nullptr.
412 const char *join_server_password
; ///< The password to join the server with.
413 const char *join_company_password
; ///< The password to join the company with.
414 bool save_config
; ///< The save config setting.
417 * Create a new callback.
420 startyear(INVALID_YEAR
), generation_seed(GENERATE_NEW_SEED
),
421 dedicated_host(nullptr), dedicated_port(0), network_conn(nullptr),
422 join_server_password(nullptr), join_company_password(nullptr),
425 /* Visual C++ 2015 fails compiling this line (AfterNewGRFScan::generation_seed undefined symbol)
426 * if it's placed outside a member function, directly in the struct body. */
427 assert_compile(sizeof(generation_seed
) == sizeof(_settings_game
.game_creation
.generation_seed
));
430 virtual void OnNewGRFsScanned()
432 ResetGRFConfig(false);
434 TarScanner::DoScan(TarScanner::SCENARIO
);
439 /* We want the new (correct) NewGRF count to survive the loading. */
440 uint last_newgrf_count
= _settings_client
.gui
.last_newgrf_count
;
442 _settings_client
.gui
.last_newgrf_count
= last_newgrf_count
;
443 /* Since the default for the palette might have changed due to
444 * reading the configuration file, recalculate that now. */
445 UpdateNewGRFConfigPalette();
447 Game::Uninitialize(true);
448 AI::Uninitialize(true);
450 LoadHotkeysFromConfig();
451 WindowDesc::LoadFromConfig();
453 /* We have loaded the config, so we may possibly save it. */
454 _save_config
= save_config
;
456 /* restore saved music volume */
457 MusicDriver::GetInstance()->SetVolume(_settings_client
.music
.music_vol
);
459 if (startyear
!= INVALID_YEAR
) _settings_newgame
.game_creation
.starting_year
= startyear
;
460 if (generation_seed
!= GENERATE_NEW_SEED
) _settings_newgame
.game_creation
.generation_seed
= generation_seed
;
462 if (dedicated_host
!= nullptr) {
463 _network_bind_list
.clear();
464 _network_bind_list
.emplace_back(dedicated_host
);
466 if (dedicated_port
!= 0) _settings_client
.network
.server_port
= dedicated_port
;
468 /* initialize the ingame console */
471 IConsoleCmdExec("exec scripts/autoexec.scr 0");
473 /* Make sure _settings is filled with _settings_newgame if we switch to a game directly */
474 if (_switch_mode
!= SM_NONE
) MakeNewgameSettingsLive();
476 if (_network_available
&& network_conn
!= nullptr) {
477 const char *port
= nullptr;
478 const char *company
= nullptr;
479 uint16 rport
= NETWORK_DEFAULT_PORT
;
480 CompanyID join_as
= COMPANY_NEW_COMPANY
;
482 ParseConnectionString(&company
, &port
, network_conn
);
484 if (company
!= nullptr) {
485 join_as
= (CompanyID
)atoi(company
);
487 if (join_as
!= COMPANY_SPECTATOR
) {
489 if (join_as
>= MAX_COMPANIES
) {
495 if (port
!= nullptr) rport
= atoi(port
);
498 _switch_mode
= SM_NONE
;
499 NetworkClientConnectGame(NetworkAddress(network_conn
, rport
), join_as
, join_server_password
, join_company_password
);
502 /* After the scan we're not used anymore. */
508 extern void DedicatedFork();
511 /** Options of OpenTTD. */
512 static const OptionData _options
[] = {
513 GETOPT_SHORT_VALUE('I'),
514 GETOPT_SHORT_VALUE('S'),
515 GETOPT_SHORT_VALUE('M'),
516 GETOPT_SHORT_VALUE('m'),
517 GETOPT_SHORT_VALUE('s'),
518 GETOPT_SHORT_VALUE('v'),
519 GETOPT_SHORT_VALUE('b'),
520 GETOPT_SHORT_OPTVAL('D'),
521 GETOPT_SHORT_OPTVAL('n'),
522 GETOPT_SHORT_VALUE('l'),
523 GETOPT_SHORT_VALUE('p'),
524 GETOPT_SHORT_VALUE('P'),
526 GETOPT_SHORT_NOVAL('f'),
528 GETOPT_SHORT_VALUE('r'),
529 GETOPT_SHORT_VALUE('t'),
530 GETOPT_SHORT_OPTVAL('d'),
531 GETOPT_SHORT_NOVAL('e'),
532 GETOPT_SHORT_OPTVAL('g'),
533 GETOPT_SHORT_VALUE('G'),
534 GETOPT_SHORT_VALUE('c'),
535 GETOPT_SHORT_NOVAL('x'),
536 GETOPT_SHORT_VALUE('q'),
537 GETOPT_SHORT_NOVAL('h'),
542 * Main entry point for this lovely game.
543 * @param argc The number of arguments passed to this game.
544 * @param argv The values of the arguments.
545 * @return 0 when there is no error.
547 int openttd_main(int argc
, char *argv
[])
549 std::string musicdriver
;
550 std::string sounddriver
;
551 std::string videodriver
;
553 std::string graphics_set
;
554 std::string sounds_set
;
555 std::string music_set
;
556 Dimension resolution
= {0, 0};
557 std::unique_ptr
<AfterNewGRFScan
> scanner(new AfterNewGRFScan());
558 bool dedicated
= false;
559 char *debuglog_conn
= nullptr;
561 extern bool _dedicated_forks
;
562 _dedicated_forks
= false;
564 std::unique_lock
<std::mutex
> modal_work_lock(_modal_progress_work_mutex
, std::defer_lock
);
565 std::unique_lock
<std::mutex
> modal_paint_lock(_modal_progress_paint_mutex
, std::defer_lock
);
567 _game_mode
= GM_MENU
;
568 _switch_mode
= SM_MENU
;
569 _config_file
= nullptr;
571 GetOptData
mgo(argc
- 1, argv
+ 1, _options
);
575 while ((i
= mgo
.GetOpt()) != -1) {
577 case 'I': graphics_set
= mgo
.opt
; break;
578 case 'S': sounds_set
= mgo
.opt
; break;
579 case 'M': music_set
= mgo
.opt
; break;
580 case 'm': musicdriver
= mgo
.opt
; break;
581 case 's': sounddriver
= mgo
.opt
; break;
582 case 'v': videodriver
= mgo
.opt
; break;
583 case 'b': blitter
= mgo
.opt
; break;
585 musicdriver
= "null";
586 sounddriver
= "null";
587 videodriver
= "dedicated";
590 SetDebugString("net=6");
591 if (mgo
.opt
!= nullptr) {
592 /* Use the existing method for parsing (openttd -n).
593 * However, we do ignore the #company part. */
594 const char *temp
= nullptr;
595 const char *port
= nullptr;
596 ParseConnectionString(&temp
, &port
, mgo
.opt
);
597 if (!StrEmpty(mgo
.opt
)) scanner
->dedicated_host
= mgo
.opt
;
598 if (port
!= nullptr) scanner
->dedicated_port
= atoi(port
);
601 case 'f': _dedicated_forks
= true; break;
603 scanner
->network_conn
= mgo
.opt
; // optional IP parameter, nullptr if unset
606 debuglog_conn
= mgo
.opt
;
609 scanner
->join_server_password
= mgo
.opt
;
612 scanner
->join_company_password
= mgo
.opt
;
614 case 'r': ParseResolution(&resolution
, mgo
.opt
); break;
615 case 't': scanner
->startyear
= atoi(mgo
.opt
); break;
620 if (mgo
.opt
!= nullptr) SetDebugString(mgo
.opt
);
623 case 'e': _switch_mode
= (_switch_mode
== SM_LOAD_GAME
|| _switch_mode
== SM_LOAD_SCENARIO
? SM_LOAD_SCENARIO
: SM_EDITOR
); break;
625 if (mgo
.opt
!= nullptr) {
626 _file_to_saveload
.SetName(mgo
.opt
);
627 bool is_scenario
= _switch_mode
== SM_EDITOR
|| _switch_mode
== SM_LOAD_SCENARIO
;
628 _switch_mode
= is_scenario
? SM_LOAD_SCENARIO
: SM_LOAD_GAME
;
629 _file_to_saveload
.SetMode(SLO_LOAD
, is_scenario
? FT_SCENARIO
: FT_SAVEGAME
, DFT_GAME_FILE
);
631 /* if the file doesn't exist or it is not a valid savegame, let the saveload code show an error */
632 const char *t
= strrchr(_file_to_saveload
.name
, '.');
634 FiosType ft
= FiosGetSavegameListCallback(SLO_LOAD
, _file_to_saveload
.name
, t
, nullptr, nullptr);
635 if (ft
!= FIOS_TYPE_INVALID
) _file_to_saveload
.SetMode(ft
);
641 _switch_mode
= SM_NEWGAME
;
642 /* Give a random map if no seed has been given */
643 if (scanner
->generation_seed
== GENERATE_NEW_SEED
) {
644 scanner
->generation_seed
= InteractiveRandom();
648 DeterminePaths(argv
[0]);
649 if (StrEmpty(mgo
.opt
)) {
656 FiosGetSavegameListCallback(SLO_LOAD
, mgo
.opt
, strrchr(mgo
.opt
, '.'), title
, lastof(title
));
658 _load_check_data
.Clear();
659 SaveOrLoadResult res
= SaveOrLoad(mgo
.opt
, SLO_CHECK
, DFT_GAME_FILE
, SAVE_DIR
, false);
660 if (res
!= SL_OK
|| _load_check_data
.HasErrors()) {
661 fprintf(stderr
, "Failed to open savegame\n");
662 if (_load_check_data
.HasErrors()) {
664 SetDParamStr(0, _load_check_data
.error_data
);
665 GetString(buf
, _load_check_data
.error
, lastof(buf
));
666 fprintf(stderr
, "%s\n", buf
);
671 WriteSavegameInfo(title
);
674 case 'G': scanner
->generation_seed
= strtoul(mgo
.opt
, nullptr, 10); break;
675 case 'c': free(_config_file
); _config_file
= stredup(mgo
.opt
); break;
676 case 'x': scanner
->save_config
= false; break;
678 i
= -2; // Force printing of help.
684 if (i
== -2 || mgo
.numleft
> 0) {
685 /* Either the user typed '-h', he made an error, or he added unrecognized command line arguments.
686 * In all cases, print the help, and exit.
688 * The next two functions are needed to list the graphics sets. We can't do them earlier
689 * because then we cannot show it on the debug console as that hasn't been configured yet. */
690 DeterminePaths(argv
[0]);
691 TarScanner::DoScan(TarScanner::BASESET
);
692 BaseGraphics::FindSets();
693 BaseSounds::FindSets();
694 BaseMusic::FindSets();
699 DeterminePaths(argv
[0]);
700 TarScanner::DoScan(TarScanner::BASESET
);
702 if (dedicated
) DEBUG(net
, 0, "Starting dedicated version %s", _openttd_revision
);
703 if (_dedicated_forks
&& !dedicated
) _dedicated_forks
= false;
706 /* We must fork here, or we'll end up without some resources we need (like sockets) */
707 if (_dedicated_forks
) DedicatedFork();
710 LoadFromConfig(true);
712 if (resolution
.width
!= 0) _cur_resolution
= resolution
;
715 * The width and height must be at least 1 pixel and width times
716 * height times bytes per pixel must still fit within a 32 bits
717 * integer, even for 32 bpp video modes. This way all internal
718 * drawing routines work correctly.
720 _cur_resolution
.width
= ClampU(_cur_resolution
.width
, 1, UINT16_MAX
/ 2);
721 _cur_resolution
.height
= ClampU(_cur_resolution
.height
, 1, UINT16_MAX
/ 2);
723 /* Assume the cursor starts within the game as not all video drivers
724 * get an event that the cursor is within the window when it is opened.
725 * Saying the cursor is there makes no visible difference as it would
726 * just be out of the bounds of the window. */
727 _cursor
.in_window
= true;
729 /* enumerate language files */
730 InitializeLanguagePacks();
732 /* Initialize the regular font for FreeType */
735 /* This must be done early, since functions use the SetWindowDirty* calls */
738 BaseGraphics::FindSets();
739 if (graphics_set
.empty() && !BaseGraphics::ini_set
.empty()) graphics_set
= BaseGraphics::ini_set
;
740 if (!BaseGraphics::SetSet(graphics_set
)) {
741 if (!graphics_set
.empty()) {
742 BaseGraphics::SetSet({});
744 ErrorMessageData
msg(STR_CONFIG_ERROR
, STR_CONFIG_ERROR_INVALID_BASE_GRAPHICS_NOT_FOUND
);
745 msg
.SetDParamStr(0, graphics_set
.c_str());
746 ScheduleErrorMessage(msg
);
750 /* Initialize game palette */
753 DEBUG(misc
, 1, "Loading blitter...");
754 if (blitter
.empty() && !_ini_blitter
.empty()) blitter
= _ini_blitter
;
755 _blitter_autodetected
= blitter
.empty();
756 /* Activate the initial blitter.
757 * This is only some initial guess, after NewGRFs have been loaded SwitchNewGRFBlitter may switch to a different one.
758 * - Never guess anything, if the user specified a blitter. (_blitter_autodetected)
759 * - Use 32bpp blitter if baseset or 8bpp-support settings says so.
760 * - Use 8bpp blitter otherwise.
762 if (!_blitter_autodetected
||
763 (_support8bpp
!= S8BPP_NONE
&& (BaseGraphics::GetUsedSet() == nullptr || BaseGraphics::GetUsedSet()->blitter
== BLT_8BPP
)) ||
764 BlitterFactory::SelectBlitter("32bpp-anim") == nullptr) {
765 if (BlitterFactory::SelectBlitter(blitter
) == nullptr) {
767 usererror("Failed to autoprobe blitter") :
768 usererror("Failed to select requested blitter '%s'; does it exist?", blitter
.c_str());
772 if (videodriver
.empty() && !_ini_videodriver
.empty()) videodriver
= _ini_videodriver
;
773 DriverFactoryBase::SelectDriver(videodriver
, Driver::DT_VIDEO
);
775 InitializeSpriteSorter();
777 /* Initialize the zoom level of the screen to normal */
778 _screen
.zoom
= ZOOM_LVL_NORMAL
;
780 NetworkStartUp(); // initialize network-core
782 if (debuglog_conn
!= nullptr && _network_available
) {
783 const char *not_used
= nullptr;
784 const char *port
= nullptr;
787 rport
= NETWORK_DEFAULT_DEBUGLOG_PORT
;
789 ParseConnectionString(¬_used
, &port
, debuglog_conn
);
790 if (port
!= nullptr) rport
= atoi(port
);
792 NetworkStartDebugLog(NetworkAddress(debuglog_conn
, rport
));
795 if (!HandleBootstrap()) {
800 VideoDriver::GetInstance()->ClaimMousePointer();
802 /* initialize screenshot formats */
803 InitializeScreenshotFormats();
805 BaseSounds::FindSets();
806 if (sounds_set
.empty() && !BaseSounds::ini_set
.empty()) sounds_set
= BaseSounds::ini_set
;
807 if (!BaseSounds::SetSet(sounds_set
)) {
808 if (sounds_set
.empty() || !BaseSounds::SetSet({})) {
809 usererror("Failed to find a sounds set. Please acquire a sounds set for OpenTTD. See section 1.4 of README.md.");
811 ErrorMessageData
msg(STR_CONFIG_ERROR
, STR_CONFIG_ERROR_INVALID_BASE_SOUNDS_NOT_FOUND
);
812 msg
.SetDParamStr(0, sounds_set
.c_str());
813 ScheduleErrorMessage(msg
);
817 BaseMusic::FindSets();
818 if (music_set
.empty() && !BaseMusic::ini_set
.empty()) music_set
= BaseMusic::ini_set
;
819 if (!BaseMusic::SetSet(music_set
)) {
820 if (music_set
.empty() || !BaseMusic::SetSet({})) {
821 usererror("Failed to find a music set. Please acquire a music set for OpenTTD. See section 1.4 of README.md.");
823 ErrorMessageData
msg(STR_CONFIG_ERROR
, STR_CONFIG_ERROR_INVALID_BASE_MUSIC_NOT_FOUND
);
824 msg
.SetDParamStr(0, music_set
.c_str());
825 ScheduleErrorMessage(msg
);
829 if (sounddriver
.empty() && !_ini_sounddriver
.empty()) sounddriver
= _ini_sounddriver
;
830 DriverFactoryBase::SelectDriver(sounddriver
, Driver::DT_SOUND
);
832 if (musicdriver
.empty() && !_ini_musicdriver
.empty()) musicdriver
= _ini_musicdriver
;
833 DriverFactoryBase::SelectDriver(musicdriver
, Driver::DT_MUSIC
);
835 /* Take our initial lock on whatever we might want to do! */
837 modal_work_lock
.lock();
838 modal_paint_lock
.lock();
839 } catch (const std::system_error
&) {
840 /* If there is some error we assume that threads aren't usable on the system we run. */
841 extern bool _use_threaded_modal_progress
; // From progress.cpp
842 _use_threaded_modal_progress
= false;
845 GenerateWorld(GWM_EMPTY
, 64, 64); // Make the viewport initialization happy
846 WaitTillGeneratedWorld();
848 LoadIntroGame(false);
850 CheckForMissingGlyphs();
852 /* ScanNewGRFFiles now has control over the scanner. */
853 ScanNewGRFFiles(scanner
.release());
855 VideoDriver::GetInstance()->MainLoop();
858 WaitTillGeneratedWorld(); // Make sure any generate world threads have been joined.
860 /* only save config if we have to */
863 SaveHotkeysToConfig();
864 WindowDesc::SaveToConfig();
868 /* Reset windowing system, stop drivers, free used memory, ... */
873 void HandleExitGameRequest()
875 if (_game_mode
== GM_MENU
|| _game_mode
== GM_BOOTSTRAP
) { // do not ask to quit on the main screen
877 } else if (_settings_client
.gui
.autosave_on_exit
) {
885 static void MakeNewGameDone()
887 SettingsDisableElrail(_settings_game
.vehicle
.disable_elrails
);
889 /* In a dedicated server, the server does not play */
890 if (!VideoDriver::GetInstance()->HasGUI()) {
891 SetLocalCompany(COMPANY_SPECTATOR
);
892 if (_settings_client
.gui
.pause_on_newgame
) DoCommandP(0, PM_PAUSED_NORMAL
, 1, CMD_PAUSE
);
893 IConsoleCmdExec("exec scripts/game_start.scr 0");
897 /* Create a single company */
898 DoStartupNewCompany(false);
900 Company
*c
= Company::Get(COMPANY_FIRST
);
901 c
->settings
= _settings_client
.company
;
903 /* Overwrite color from settings if needed
904 * COLOUR_END corresponds to Random colour */
905 if (_settings_client
.gui
.starting_colour
!= COLOUR_END
) {
906 c
->colour
= _settings_client
.gui
.starting_colour
;
907 ResetCompanyLivery(c
);
908 _company_colours
[c
->index
] = (Colours
)c
->colour
;
911 IConsoleCmdExec("exec scripts/game_start.scr 0");
913 SetLocalCompany(COMPANY_FIRST
);
918 /* We are the server, we start a new company (not dedicated),
919 * so set the default password *if* needed. */
920 if (_network_server
&& !StrEmpty(_settings_client
.network
.default_company_pass
)) {
921 NetworkChangeCompanyPassword(_local_company
, _settings_client
.network
.default_company_pass
);
924 if (_settings_client
.gui
.pause_on_newgame
) DoCommandP(0, PM_PAUSED_NORMAL
, 1, CMD_PAUSE
);
928 MarkWholeScreenDirty();
931 static void MakeNewGame(bool from_heightmap
, bool reset_settings
)
933 _game_mode
= GM_NORMAL
;
935 ResetGRFConfig(true);
937 GenerateWorldSetCallback(&MakeNewGameDone
);
938 GenerateWorld(from_heightmap
? GWM_HEIGHTMAP
: GWM_NEWGAME
, 1 << _settings_game
.game_creation
.map_x
, 1 << _settings_game
.game_creation
.map_y
, reset_settings
);
941 static void MakeNewEditorWorldDone()
943 SetLocalCompany(OWNER_NONE
);
946 static void MakeNewEditorWorld()
948 _game_mode
= GM_EDITOR
;
950 ResetGRFConfig(true);
952 GenerateWorldSetCallback(&MakeNewEditorWorldDone
);
953 GenerateWorld(GWM_EMPTY
, 1 << _settings_game
.game_creation
.map_x
, 1 << _settings_game
.game_creation
.map_y
);
957 * Load the specified savegame but on error do different things.
958 * If loading fails due to corrupt savegame, bad version, etc. go back to
959 * a previous correct state. In the menu for example load the intro game again.
960 * @param filename file to be loaded
961 * @param fop mode of loading, always SLO_LOAD
962 * @param newgm switch to this mode of loading fails due to some unknown error
963 * @param subdir default directory to look for filename, set to 0 if not needed
964 * @param lf Load filter to use, if nullptr: use filename + subdir.
966 bool SafeLoad(const char *filename
, SaveLoadOperation fop
, DetailedFileType dft
, GameMode newgm
, Subdirectory subdir
, struct LoadFilter
*lf
= nullptr)
968 assert(fop
== SLO_LOAD
);
969 assert(dft
== DFT_GAME_FILE
|| (lf
== nullptr && dft
== DFT_OLD_GAME_FILE
));
970 GameMode ogm
= _game_mode
;
974 switch (lf
== nullptr ? SaveOrLoad(filename
, fop
, dft
, subdir
) : LoadWithFilter(lf
)) {
975 case SL_OK
: return true;
978 if (_network_dedicated
) {
980 * We need to reinit a network map...
981 * We can't simply load the intro game here as that game has many
982 * special cases which make clients desync immediately. So we fall
983 * back to just generating a new game with the current settings.
985 DEBUG(net
, 0, "Loading game failed, so a new (random) game will be started!");
986 MakeNewGame(false, true);
989 if (_network_server
) {
990 /* We can't load the intro game as server, so disconnect first. */
996 case GM_MENU
: LoadIntroGame(); break;
997 case GM_EDITOR
: MakeNewEditorWorld(); break;
1007 void SwitchToMode(SwitchMode new_mode
)
1009 /* If we are saving something, the network stays in his current state */
1010 if (new_mode
!= SM_SAVE_GAME
) {
1011 /* If the network is active, make it not-active */
1013 if (_network_server
&& (new_mode
== SM_LOAD_GAME
|| new_mode
== SM_NEWGAME
|| new_mode
== SM_RESTARTGAME
)) {
1016 NetworkDisconnect();
1020 /* If we are a server, we restart the server */
1021 if (_is_network_server
) {
1022 /* But not if we are going to the menu */
1023 if (new_mode
!= SM_MENU
) {
1024 /* check if we should reload the config */
1025 if (_settings_client
.network
.reload_cfg
) {
1027 MakeNewgameSettingsLive();
1028 ResetGRFConfig(false);
1030 NetworkServerStart();
1032 /* This client no longer wants to be a network-server */
1033 _is_network_server
= false;
1038 /* Make sure all AI controllers are gone at quitting game */
1039 if (new_mode
!= SM_SAVE_GAME
) AI::KillAll();
1042 case SM_EDITOR
: // Switch to scenario editor
1043 MakeNewEditorWorld();
1046 case SM_RESTARTGAME
: // Restart --> Current settings preserved
1047 if (_file_to_saveload
.abstract_ftype
== FT_SAVEGAME
|| _file_to_saveload
.abstract_ftype
== FT_SCENARIO
) {
1048 /* Restart current savegame/scenario */
1049 _switch_mode
= _game_mode
== GM_EDITOR
? SM_LOAD_SCENARIO
: SM_LOAD_GAME
;
1050 SwitchToMode(_switch_mode
);
1052 } else if (_file_to_saveload
.abstract_ftype
== FT_HEIGHTMAP
) {
1053 /* Restart current heightmap */
1054 _switch_mode
= _game_mode
== GM_EDITOR
? SM_LOAD_HEIGHTMAP
: SM_RESTART_HEIGHTMAP
;
1055 SwitchToMode(_switch_mode
);
1058 /* No break here, to enter the next case:
1059 * Restart --> 'Random game' with current settings */
1062 case SM_NEWGAME
: // New Game --> 'Random game'
1063 if (_network_server
) {
1064 seprintf(_network_game_info
.map_name
, lastof(_network_game_info
.map_name
), "Random Map");
1066 MakeNewGame(false, new_mode
== SM_NEWGAME
);
1069 case SM_LOAD_GAME
: { // Load game, Play Scenario
1070 ResetGRFConfig(true);
1071 ResetWindowSystem();
1073 if (!SafeLoad(_file_to_saveload
.name
, _file_to_saveload
.file_op
, _file_to_saveload
.detail_ftype
, GM_NORMAL
, NO_DIRECTORY
)) {
1074 SetDParamStr(0, GetSaveLoadErrorString());
1075 ShowErrorMessage(STR_JUST_RAW_STRING
, INVALID_STRING_ID
, WL_ERROR
);
1077 if (_file_to_saveload
.abstract_ftype
== FT_SCENARIO
) {
1078 /* Reset engine pool to simplify changing engine NewGRFs in scenario editor. */
1079 EngineOverrideManager::ResetToCurrentNewGRFConfig();
1081 /* Update the local company for a loaded game. It is either always
1082 * company #1 (eg 0) or in the case of a dedicated server a spectator */
1083 SetLocalCompany(_network_dedicated
? COMPANY_SPECTATOR
: COMPANY_FIRST
);
1084 /* Execute the game-start script */
1085 IConsoleCmdExec("exec scripts/game_start.scr 0");
1086 /* Decrease pause counter (was increased from opening load dialog) */
1087 DoCommandP(0, PM_PAUSED_SAVELOAD
, 0, CMD_PAUSE
);
1088 if (_network_server
) {
1089 seprintf(_network_game_info
.map_name
, lastof(_network_game_info
.map_name
), "%s (Loaded game)", _file_to_saveload
.title
);
1095 case SM_RESTART_HEIGHTMAP
: // Load a heightmap and start a new game from it with current settings
1096 case SM_START_HEIGHTMAP
: // Load a heightmap and start a new game from it
1097 if (_network_server
) {
1098 seprintf(_network_game_info
.map_name
, lastof(_network_game_info
.map_name
), "%s (Heightmap)", _file_to_saveload
.title
);
1100 MakeNewGame(true, new_mode
== SM_START_HEIGHTMAP
);
1103 case SM_LOAD_HEIGHTMAP
: // Load heightmap from scenario editor
1104 SetLocalCompany(OWNER_NONE
);
1106 GenerateWorld(GWM_HEIGHTMAP
, 1 << _settings_game
.game_creation
.map_x
, 1 << _settings_game
.game_creation
.map_y
);
1107 MarkWholeScreenDirty();
1110 case SM_LOAD_SCENARIO
: { // Load scenario from scenario editor
1111 if (SafeLoad(_file_to_saveload
.name
, _file_to_saveload
.file_op
, _file_to_saveload
.detail_ftype
, GM_EDITOR
, NO_DIRECTORY
)) {
1112 SetLocalCompany(OWNER_NONE
);
1113 _settings_newgame
.game_creation
.starting_year
= _cur_year
;
1114 /* Cancel the saveload pausing */
1115 DoCommandP(0, PM_PAUSED_SAVELOAD
, 0, CMD_PAUSE
);
1117 SetDParamStr(0, GetSaveLoadErrorString());
1118 ShowErrorMessage(STR_JUST_RAW_STRING
, INVALID_STRING_ID
, WL_ERROR
);
1123 case SM_MENU
: // Switch to game intro menu
1125 if (BaseSounds::ini_set
.empty() && BaseSounds::GetUsedSet()->fallback
&& SoundDriver::GetInstance()->HasOutput()) {
1126 ShowErrorMessage(STR_WARNING_FALLBACK_SOUNDSET
, INVALID_STRING_ID
, WL_CRITICAL
);
1127 BaseSounds::ini_set
= BaseSounds::GetUsedSet()->name
;
1131 case SM_SAVE_GAME
: // Save game.
1132 /* Make network saved games on pause compatible to singleplayer */
1133 if (SaveOrLoad(_file_to_saveload
.name
, SLO_SAVE
, DFT_GAME_FILE
, NO_DIRECTORY
) != SL_OK
) {
1134 SetDParamStr(0, GetSaveLoadErrorString());
1135 ShowErrorMessage(STR_JUST_RAW_STRING
, INVALID_STRING_ID
, WL_ERROR
);
1137 DeleteWindowById(WC_SAVELOAD
, 0);
1141 case SM_SAVE_HEIGHTMAP
: // Save heightmap.
1142 MakeHeightmapScreenshot(_file_to_saveload
.name
);
1143 DeleteWindowById(WC_SAVELOAD
, 0);
1146 case SM_GENRANDLAND
: // Generate random land within scenario editor
1147 SetLocalCompany(OWNER_NONE
);
1148 GenerateWorld(GWM_RANDOM
, 1 << _settings_game
.game_creation
.map_x
, 1 << _settings_game
.game_creation
.map_y
);
1150 MarkWholeScreenDirty();
1153 default: NOT_REACHED();
1159 * Check the validity of some of the caches.
1160 * Especially in the sense of desyncs between
1161 * the cached value and what the value would
1162 * be when calculated from the 'base' data.
1164 static void CheckCaches()
1166 /* Return here so it is easy to add checks that are run
1167 * always to aid testing of caches. */
1168 if (_debug_desync_level
<= 1) return;
1170 /* Check the town caches. */
1171 std::vector
<TownCache
> old_town_caches
;
1172 for (const Town
*t
: Town::Iterate()) {
1173 old_town_caches
.push_back(t
->cache
);
1176 extern void RebuildTownCaches();
1177 RebuildTownCaches();
1178 RebuildSubsidisedSourceAndDestinationCache();
1181 for (Town
*t
: Town::Iterate()) {
1182 if (MemCmpT(old_town_caches
.data() + i
, &t
->cache
) != 0) {
1183 DEBUG(desync
, 2, "town cache mismatch: town %i", (int)t
->index
);
1188 /* Check company infrastructure cache. */
1189 std::vector
<CompanyInfrastructure
> old_infrastructure
;
1190 for (const Company
*c
: Company::Iterate()) old_infrastructure
.push_back(c
->infrastructure
);
1192 extern void AfterLoadCompanyStats();
1193 AfterLoadCompanyStats();
1196 for (const Company
*c
: Company::Iterate()) {
1197 if (MemCmpT(old_infrastructure
.data() + i
, &c
->infrastructure
) != 0) {
1198 DEBUG(desync
, 2, "infrastructure cache mismatch: company %i", (int)c
->index
);
1203 /* Strict checking of the road stop cache entries */
1204 for (const RoadStop
*rs
: RoadStop::Iterate()) {
1205 if (IsStandardRoadStopTile(rs
->xy
)) continue;
1207 assert(rs
->GetEntry(DIAGDIR_NE
) != rs
->GetEntry(DIAGDIR_NW
));
1208 rs
->GetEntry(DIAGDIR_NE
)->CheckIntegrity(rs
);
1209 rs
->GetEntry(DIAGDIR_NW
)->CheckIntegrity(rs
);
1212 for (Vehicle
*v
: Vehicle::Iterate()) {
1213 extern void FillNewGRFVehicleCache(const Vehicle
*v
);
1214 if (v
!= v
->First() || v
->vehstatus
& VS_CRASHED
|| !v
->IsPrimaryVehicle()) continue;
1217 for (const Vehicle
*u
= v
; u
!= nullptr; u
= u
->Next()) length
++;
1219 NewGRFCache
*grf_cache
= CallocT
<NewGRFCache
>(length
);
1220 VehicleCache
*veh_cache
= CallocT
<VehicleCache
>(length
);
1221 GroundVehicleCache
*gro_cache
= CallocT
<GroundVehicleCache
>(length
);
1222 TrainCache
*tra_cache
= CallocT
<TrainCache
>(length
);
1225 for (const Vehicle
*u
= v
; u
!= nullptr; u
= u
->Next()) {
1226 FillNewGRFVehicleCache(u
);
1227 grf_cache
[length
] = u
->grf_cache
;
1228 veh_cache
[length
] = u
->vcache
;
1231 gro_cache
[length
] = Train::From(u
)->gcache
;
1232 tra_cache
[length
] = Train::From(u
)->tcache
;
1235 gro_cache
[length
] = RoadVehicle::From(u
)->gcache
;
1244 case VEH_TRAIN
: Train::From(v
)->ConsistChanged(CCF_TRACK
); break;
1245 case VEH_ROAD
: RoadVehUpdateCache(RoadVehicle::From(v
)); break;
1246 case VEH_AIRCRAFT
: UpdateAircraftCache(Aircraft::From(v
)); break;
1247 case VEH_SHIP
: Ship::From(v
)->UpdateCache(); break;
1252 for (const Vehicle
*u
= v
; u
!= nullptr; u
= u
->Next()) {
1253 FillNewGRFVehicleCache(u
);
1254 if (memcmp(&grf_cache
[length
], &u
->grf_cache
, sizeof(NewGRFCache
)) != 0) {
1255 DEBUG(desync
, 2, "newgrf cache mismatch: type %i, vehicle %i, company %i, unit number %i, wagon %i", (int)v
->type
, v
->index
, (int)v
->owner
, v
->unitnumber
, length
);
1257 if (memcmp(&veh_cache
[length
], &u
->vcache
, sizeof(VehicleCache
)) != 0) {
1258 DEBUG(desync
, 2, "vehicle cache mismatch: type %i, vehicle %i, company %i, unit number %i, wagon %i", (int)v
->type
, v
->index
, (int)v
->owner
, v
->unitnumber
, length
);
1262 if (memcmp(&gro_cache
[length
], &Train::From(u
)->gcache
, sizeof(GroundVehicleCache
)) != 0) {
1263 DEBUG(desync
, 2, "train ground vehicle cache mismatch: vehicle %i, company %i, unit number %i, wagon %i", v
->index
, (int)v
->owner
, v
->unitnumber
, length
);
1265 if (memcmp(&tra_cache
[length
], &Train::From(u
)->tcache
, sizeof(TrainCache
)) != 0) {
1266 DEBUG(desync
, 2, "train cache mismatch: vehicle %i, company %i, unit number %i, wagon %i", v
->index
, (int)v
->owner
, v
->unitnumber
, length
);
1270 if (memcmp(&gro_cache
[length
], &RoadVehicle::From(u
)->gcache
, sizeof(GroundVehicleCache
)) != 0) {
1271 DEBUG(desync
, 2, "road vehicle ground vehicle cache mismatch: vehicle %i, company %i, unit number %i, wagon %i", v
->index
, (int)v
->owner
, v
->unitnumber
, length
);
1286 /* Check whether the caches are still valid */
1287 for (Vehicle
*v
: Vehicle::Iterate()) {
1288 byte buff
[sizeof(VehicleCargoList
)];
1289 memcpy(buff
, &v
->cargo
, sizeof(VehicleCargoList
));
1290 v
->cargo
.InvalidateCache();
1291 assert(memcmp(&v
->cargo
, buff
, sizeof(VehicleCargoList
)) == 0);
1294 /* Backup stations_near */
1295 std::vector
<StationList
> old_town_stations_near
;
1296 for (Town
*t
: Town::Iterate()) old_town_stations_near
.push_back(t
->stations_near
);
1298 std::vector
<StationList
> old_industry_stations_near
;
1299 for (Industry
*ind
: Industry::Iterate()) old_industry_stations_near
.push_back(ind
->stations_near
);
1301 for (Station
*st
: Station::Iterate()) {
1302 for (CargoID c
= 0; c
< NUM_CARGO
; c
++) {
1303 byte buff
[sizeof(StationCargoList
)];
1304 memcpy(buff
, &st
->goods
[c
].cargo
, sizeof(StationCargoList
));
1305 st
->goods
[c
].cargo
.InvalidateCache();
1306 assert(memcmp(&st
->goods
[c
].cargo
, buff
, sizeof(StationCargoList
)) == 0);
1309 /* Check docking tiles */
1311 std::map
<TileIndex
, bool> docking_tiles
;
1312 TILE_AREA_LOOP(tile
, st
->docking_station
) {
1314 docking_tiles
[tile
] = IsDockingTile(tile
);
1316 UpdateStationDockingTiles(st
);
1317 if (ta
.tile
!= st
->docking_station
.tile
|| ta
.w
!= st
->docking_station
.w
|| ta
.h
!= st
->docking_station
.h
) {
1318 DEBUG(desync
, 2, "station docking mismatch: station %i, company %i", st
->index
, (int)st
->owner
);
1320 TILE_AREA_LOOP(tile
, ta
) {
1321 if (docking_tiles
[tile
] != IsDockingTile(tile
)) {
1322 DEBUG(desync
, 2, "docking tile mismatch: tile %i", (int)tile
);
1326 /* Check industries_near */
1327 IndustryList industries_near
= st
->industries_near
;
1328 st
->RecomputeCatchment();
1329 if (st
->industries_near
!= industries_near
) {
1330 DEBUG(desync
, 2, "station industries near mismatch: station %i", st
->index
);
1334 /* Check stations_near */
1336 for (Town
*t
: Town::Iterate()) {
1337 if (t
->stations_near
!= old_town_stations_near
[i
]) {
1338 DEBUG(desync
, 2, "town stations near mismatch: town %i", t
->index
);
1343 for (Industry
*ind
: Industry::Iterate()) {
1344 if (ind
->stations_near
!= old_industry_stations_near
[i
]) {
1345 DEBUG(desync
, 2, "industry stations near mismatch: industry %i", ind
->index
);
1352 * State controlling game loop.
1353 * The state must not be changed from anywhere but here.
1354 * That check is enforced in DoCommand.
1356 void StateGameLoop()
1358 if (!_networking
|| _network_server
) {
1359 StateGameLoop_LinkGraphPauseControl();
1362 /* don't execute the state loop during pause */
1363 if (_pause_mode
!= PM_UNPAUSED
) {
1364 PerformanceMeasurer::Paused(PFE_GAMELOOP
);
1365 PerformanceMeasurer::Paused(PFE_GL_ECONOMY
);
1366 PerformanceMeasurer::Paused(PFE_GL_TRAINS
);
1367 PerformanceMeasurer::Paused(PFE_GL_ROADVEHS
);
1368 PerformanceMeasurer::Paused(PFE_GL_SHIPS
);
1369 PerformanceMeasurer::Paused(PFE_GL_AIRCRAFT
);
1370 PerformanceMeasurer::Paused(PFE_GL_LANDSCAPE
);
1372 UpdateLandscapingLimits();
1373 #ifndef DEBUG_DUMP_COMMANDS
1379 PerformanceMeasurer
framerate(PFE_GAMELOOP
);
1380 PerformanceAccumulator::Reset(PFE_GL_LANDSCAPE
);
1381 if (HasModalProgress()) return;
1383 Layouter::ReduceLineCache();
1385 if (_game_mode
== GM_EDITOR
) {
1386 BasePersistentStorageArray::SwitchMode(PSM_ENTER_GAMELOOP
);
1389 CallLandscapeTick();
1390 BasePersistentStorageArray::SwitchMode(PSM_LEAVE_GAMELOOP
);
1391 UpdateLandscapingLimits();
1393 CallWindowGameTickEvent();
1396 if (_debug_desync_level
> 2 && _date_fract
== 0 && (_date
& 0x1F) == 0) {
1397 /* Save the desync savegame if needed. */
1398 char name
[MAX_PATH
];
1399 seprintf(name
, lastof(name
), "dmp_cmds_%08x_%08x.sav", _settings_game
.game_creation
.generation_seed
, _date
);
1400 SaveOrLoad(name
, SLO_SAVE
, DFT_GAME_FILE
, AUTOSAVE_DIR
, false);
1405 /* All these actions has to be done from OWNER_NONE
1406 * for multiplayer compatibility */
1407 Backup
<CompanyID
> cur_company(_current_company
, OWNER_NONE
, FILE_LINE
);
1409 BasePersistentStorageArray::SwitchMode(PSM_ENTER_GAMELOOP
);
1410 AnimateAnimatedTiles();
1414 CallLandscapeTick();
1415 BasePersistentStorageArray::SwitchMode(PSM_LEAVE_GAMELOOP
);
1417 #ifndef DEBUG_DUMP_COMMANDS
1419 PerformanceMeasurer
framerate(PFE_ALLSCRIPTS
);
1424 UpdateLandscapingLimits();
1426 CallWindowGameTickEvent();
1428 cur_company
.Restore();
1431 assert(IsLocalCompany());
1435 * Create an autosave. The default name is "autosave#.sav". However with
1436 * the setting 'keep_all_autosave' the name defaults to company-name + date
1438 static void DoAutosave()
1442 if (_settings_client
.gui
.keep_all_autosave
) {
1443 GenerateDefaultSaveName(buf
, lastof(buf
));
1444 strecat(buf
, ".sav", lastof(buf
));
1446 static int _autosave_ctr
= 0;
1448 /* generate a savegame name and number according to _settings_client.gui.max_num_autosaves */
1449 seprintf(buf
, lastof(buf
), "autosave%d.sav", _autosave_ctr
);
1451 if (++_autosave_ctr
>= _settings_client
.gui
.max_num_autosaves
) _autosave_ctr
= 0;
1454 DEBUG(sl
, 2, "Autosaving to '%s'", buf
);
1455 if (SaveOrLoad(buf
, SLO_SAVE
, DFT_GAME_FILE
, AUTOSAVE_DIR
) != SL_OK
) {
1456 ShowErrorMessage(STR_ERROR_AUTOSAVE_FAILED
, INVALID_STRING_ID
, WL_ERROR
);
1462 if (_game_mode
== GM_BOOTSTRAP
) {
1463 /* Check for UDP stuff */
1464 if (_network_available
) NetworkBackgroundLoop();
1469 ProcessAsyncSaveFinish();
1471 /* autosave game? */
1474 _do_autosave
= false;
1475 SetWindowDirty(WC_STATUS_BAR
, 0);
1478 /* switch game mode? */
1479 if (_switch_mode
!= SM_NONE
&& !HasModalProgress()) {
1480 SwitchToMode(_switch_mode
);
1481 _switch_mode
= SM_NONE
;
1484 IncreaseSpriteLRU();
1485 InteractiveRandom();
1487 /* Check for UDP stuff */
1488 if (_network_available
) NetworkBackgroundLoop();
1490 if (_networking
&& !HasModalProgress()) {
1494 if (_network_reconnect
> 0 && --_network_reconnect
== 0) {
1495 /* This means that we want to reconnect to the last host
1496 * We do this here, because it means that the network is really closed */
1497 NetworkClientConnectGame(NetworkAddress(_settings_client
.network
.last_host
, _settings_client
.network
.last_port
), COMPANY_SPECTATOR
);
1503 if (!_pause_mode
&& HasBit(_display_opt
, DO_FULL_ANIMATION
)) DoPaletteAnimations();
1507 SoundDriver::GetInstance()->MainLoop();