Fix #10490: Allow ships to exit depots if another is not moving at the exit point...
[openttd-github.git] / src / openttd.cpp
blob31db6b0d608d02738c6c204fa16dae9165785c87
1 /*
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/>.
6 */
8 /** @file openttd.cpp Functions related to starting OpenTTD. */
10 #include "stdafx.h"
12 #include "blitter/factory.hpp"
13 #include "sound/sound_driver.hpp"
14 #include "music/music_driver.hpp"
15 #include "video/video_driver.hpp"
16 #include "mixer.h"
18 #include "fontcache.h"
19 #include "error.h"
20 #include "error_func.h"
21 #include "gui.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"
29 #include "fios.h"
30 #include "aircraft.h"
31 #include "roadveh.h"
32 #include "train.h"
33 #include "ship.h"
34 #include "console_func.h"
35 #include "screenshot.h"
36 #include "network/network.h"
37 #include "network/network_server.h"
38 #include "network/network_func.h"
39 #include "ai/ai.hpp"
40 #include "ai/ai_config.hpp"
41 #include "settings_func.h"
42 #include "genworld.h"
43 #include "progress.h"
44 #include "strings_func.h"
45 #include "vehicle_func.h"
46 #include "gamelog.h"
47 #include "animated_tile_func.h"
48 #include "roadstop_base.h"
49 #include "elrail_func.h"
50 #include "rev.h"
51 #include "highscore.h"
52 #include "station_base.h"
53 #include "crashlog.h"
54 #include "engine_func.h"
55 #include "core/random_func.hpp"
56 #include "rail_gui.h"
57 #include "road_gui.h"
58 #include "core/backup_type.hpp"
59 #include "hotkeys.h"
60 #include "newgrf.h"
61 #include "misc/getoptdata.h"
62 #include "game/game.hpp"
63 #include "game/game_config.hpp"
64 #include "town.h"
65 #include "subsidy_func.h"
66 #include "gfx_layout.h"
67 #include "viewport_func.h"
68 #include "viewport_sprite_sorter.h"
69 #include "framerate_type.h"
70 #include "industry.h"
71 #include "network/network_gui.h"
72 #include "network/network_survey.h"
73 #include "misc_cmd.h"
74 #include "timer/timer.h"
75 #include "timer/timer_game_calendar.h"
76 #include "timer/timer_game_economy.h"
77 #include "timer/timer_game_realtime.h"
78 #include "timer/timer_game_tick.h"
79 #include "social_integration.h"
81 #include "linkgraph/linkgraphschedule.h"
83 #include <system_error>
85 #include "safeguards.h"
87 #ifdef __EMSCRIPTEN__
88 # include <emscripten.h>
89 # include <emscripten/html5.h>
90 #endif
92 void CallLandscapeTick();
93 void DoPaletteAnimations();
94 void MusicLoop();
95 void CallWindowGameTickEvent();
96 bool HandleBootstrap();
98 extern void AfterLoadCompanyStats();
99 extern Company *DoStartupNewCompany(bool is_ai, CompanyID company = INVALID_COMPANY);
100 extern void OSOpenBrowser(const std::string &url);
101 extern void RebuildTownCaches();
102 extern void ShowOSErrorBox(const char *buf, bool system);
103 extern std::string _config_file;
105 bool _save_config = false;
106 bool _request_newgrf_scan = false;
107 NewGRFScanCallback *_request_newgrf_scan_callback = nullptr;
110 * Error handling for fatal user errors.
111 * @param str the string to print.
112 * @note Does NEVER return.
114 void UserErrorI(const std::string &str)
116 ShowOSErrorBox(str.c_str(), false);
117 if (VideoDriver::GetInstance() != nullptr) VideoDriver::GetInstance()->Stop();
119 #ifdef __EMSCRIPTEN__
120 emscripten_exit_pointerlock();
121 /* In effect, the game ends here. As emscripten_set_main_loop() caused
122 * the stack to be unwound, the code after MainLoop() in
123 * openttd_main() is never executed. */
124 EM_ASM(if (window["openttd_abort"]) openttd_abort());
125 #endif
127 _exit(1);
131 * Error handling for fatal non-user errors.
132 * @param str the string to print.
133 * @note Does NEVER return.
135 void FatalErrorI(const std::string &str)
137 if (VideoDriver::GetInstance() == nullptr || VideoDriver::GetInstance()->HasGUI()) {
138 ShowOSErrorBox(str.c_str(), true);
141 /* Set the error message for the crash log and then invoke it. */
142 CrashLog::SetErrorMessage(str);
143 abort();
147 * Show the help message when someone passed a wrong parameter.
149 static void ShowHelp()
151 std::string str;
152 str.reserve(8192);
154 std::back_insert_iterator<std::string> output_iterator = std::back_inserter(str);
155 fmt::format_to(output_iterator, "OpenTTD {}\n", _openttd_revision);
156 str +=
157 "\n"
158 "\n"
159 "Command line options:\n"
160 " -v drv = Set video driver (see below)\n"
161 " -s drv = Set sound driver (see below)\n"
162 " -m drv = Set music driver (see below)\n"
163 " -b drv = Set the blitter to use (see below)\n"
164 " -r res = Set resolution (for instance 800x600)\n"
165 " -h = Display this help text\n"
166 " -t year = Set starting year\n"
167 " -d [[fac=]lvl[,...]]= Debug mode\n"
168 " -e = Start Editor\n"
169 " -g [savegame|scenario|heightmap] = Start new/savegame/scenario/heightmap immediately\n"
170 " -G seed = Set random seed\n"
171 " -n host[:port][#company]= Join network game\n"
172 " -p password = Password to join server\n"
173 " -P password = Password to join company\n"
174 " -D [host][:port] = Start dedicated server\n"
175 #if !defined(_WIN32)
176 " -f = Fork into the background (dedicated only)\n"
177 #endif
178 " -I graphics_set = Force the graphics set (see below)\n"
179 " -S sounds_set = Force the sounds set (see below)\n"
180 " -M music_set = Force the music set (see below)\n"
181 " -c config_file = Use 'config_file' instead of 'openttd.cfg'\n"
182 " -x = Never save configuration changes to disk\n"
183 " -X = Don't use global folders to search for files\n"
184 " -q savegame = Write some information about the savegame and exit\n"
185 " -Q = Don't scan for/load NewGRF files on startup\n"
186 " -QQ = Disable NewGRF scanning/loading entirely\n"
187 "\n";
189 /* List the graphics packs */
190 BaseGraphics::GetSetsList(output_iterator);
192 /* List the sounds packs */
193 BaseSounds::GetSetsList(output_iterator);
195 /* List the music packs */
196 BaseMusic::GetSetsList(output_iterator);
198 /* List the drivers */
199 DriverFactoryBase::GetDriversInfo(output_iterator);
201 /* List the blitters */
202 BlitterFactory::GetBlittersInfo(output_iterator);
204 /* List the debug facilities. */
205 DumpDebugFacilityNames(output_iterator);
207 /* We need to initialize the AI, so it finds the AIs */
208 AI::Initialize();
209 AI::GetConsoleList(output_iterator, true);
210 AI::Uninitialize(true);
212 /* We need to initialize the GameScript, so it finds the GSs */
213 Game::Initialize();
214 Game::GetConsoleList(output_iterator, true);
215 Game::Uninitialize(true);
217 /* ShowInfo put output to stderr, but version information should go
218 * to stdout; this is the only exception */
219 #if !defined(_WIN32)
220 fmt::print("{}\n", str);
221 #else
222 ShowInfoI(str);
223 #endif
226 static void WriteSavegameInfo(const std::string &name)
228 extern SaveLoadVersion _sl_version;
229 uint32_t last_ottd_rev = 0;
230 byte ever_modified = 0;
231 bool removed_newgrfs = false;
233 _gamelog.Info(&last_ottd_rev, &ever_modified, &removed_newgrfs);
235 std::string message;
236 message.reserve(1024);
237 fmt::format_to(std::back_inserter(message), "Name: {}\n", name);
238 fmt::format_to(std::back_inserter(message), "Savegame ver: {}\n", _sl_version);
239 fmt::format_to(std::back_inserter(message), "NewGRF ver: 0x{:08X}\n", last_ottd_rev);
240 fmt::format_to(std::back_inserter(message), "Modified: {}\n", ever_modified);
242 if (removed_newgrfs) {
243 fmt::format_to(std::back_inserter(message), "NewGRFs have been removed\n");
246 message += "NewGRFs:\n";
247 if (_load_check_data.HasNewGrfs()) {
248 for (GRFConfig *c = _load_check_data.grfconfig; c != nullptr; c = c->next) {
249 fmt::format_to(std::back_inserter(message), "{:08X} {} {}\n", c->ident.grfid,
250 FormatArrayAsHex(HasBit(c->flags, GCF_COMPATIBLE) ? c->original_md5sum : c->ident.md5sum), c->filename);
254 /* ShowInfo put output to stderr, but version information should go
255 * to stdout; this is the only exception */
256 #if !defined(_WIN32)
257 fmt::print("{}\n", message);
258 #else
259 ShowInfoI(message);
260 #endif
265 * Extract the resolution from the given string and store
266 * it in the 'res' parameter.
267 * @param res variable to store the resolution in.
268 * @param s the string to decompose.
270 static void ParseResolution(Dimension *res, const char *s)
272 const char *t = strchr(s, 'x');
273 if (t == nullptr) {
274 ShowInfo("Invalid resolution '{}'", s);
275 return;
278 res->width = std::max(std::strtoul(s, nullptr, 0), 64UL);
279 res->height = std::max(std::strtoul(t + 1, nullptr, 0), 64UL);
284 * Uninitializes drivers, frees allocated memory, cleans pools, ...
285 * Generally, prepares the game for shutting down
287 static void ShutdownGame()
289 IConsoleFree();
291 if (_network_available) NetworkShutDown(); // Shut down the network and close any open connections
293 SocialIntegration::Shutdown();
294 DriverFactoryBase::ShutdownDrivers();
296 UnInitWindowSystem();
298 /* stop the scripts */
299 AI::Uninitialize(false);
300 Game::Uninitialize(false);
302 /* Uninitialize variables that are allocated dynamically */
303 _gamelog.Reset();
305 LinkGraphSchedule::Clear();
306 PoolBase::Clean(PT_ALL);
308 /* No NewGRFs were loaded when it was still bootstrapping. */
309 if (_game_mode != GM_BOOTSTRAP) ResetNewGRFData();
311 UninitFontCache();
315 * Load the introduction game.
316 * @param load_newgrfs Whether to load the NewGRFs or not.
318 static void LoadIntroGame(bool load_newgrfs = true)
320 _game_mode = GM_MENU;
322 if (load_newgrfs) ResetGRFConfig(false);
324 /* Setup main window */
325 ResetWindowSystem();
326 SetupColoursAndInitialWindow();
328 /* Load the default opening screen savegame */
329 if (SaveOrLoad("opntitle.dat", SLO_LOAD, DFT_GAME_FILE, BASESET_DIR) != SL_OK) {
330 GenerateWorld(GWM_EMPTY, 64, 64); // if failed loading, make empty world.
331 SetLocalCompany(COMPANY_SPECTATOR);
332 } else {
333 SetLocalCompany(COMPANY_FIRST);
336 FixTitleGameZoom();
337 _pause_mode = PM_UNPAUSED;
338 _cursor.fix_at = false;
340 CheckForMissingGlyphs();
342 MusicLoop(); // ensure music is correct
345 void MakeNewgameSettingsLive()
347 for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
348 if (_settings_game.ai_config[c] != nullptr) {
349 delete _settings_game.ai_config[c];
352 if (_settings_game.game_config != nullptr) {
353 delete _settings_game.game_config;
356 /* Copy newgame settings to active settings.
357 * Also initialise old settings needed for savegame conversion. */
358 _settings_game = _settings_newgame;
359 _old_vds = _settings_client.company.vehicle;
361 for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
362 _settings_game.ai_config[c] = nullptr;
363 if (_settings_newgame.ai_config[c] != nullptr) {
364 _settings_game.ai_config[c] = new AIConfig(_settings_newgame.ai_config[c]);
367 _settings_game.game_config = nullptr;
368 if (_settings_newgame.game_config != nullptr) {
369 _settings_game.game_config = new GameConfig(_settings_newgame.game_config);
373 void OpenBrowser(const std::string &url)
375 /* Make sure we only accept urls that are sure to open a browser. */
376 if (url.starts_with("http://") || url.starts_with("https://")) {
377 OSOpenBrowser(url);
381 /** Callback structure of statements to be executed after the NewGRF scan. */
382 struct AfterNewGRFScan : NewGRFScanCallback {
383 TimerGameCalendar::Year startyear = CalendarTime::INVALID_YEAR; ///< The start year.
384 uint32_t generation_seed = GENERATE_NEW_SEED; ///< Seed for the new game.
385 std::string dedicated_host; ///< Hostname for the dedicated server.
386 uint16_t dedicated_port = 0; ///< Port for the dedicated server.
387 std::string connection_string; ///< Information about the server to connect to
388 std::string join_server_password; ///< The password to join the server with.
389 std::string join_company_password; ///< The password to join the company with.
390 bool save_config = true; ///< The save config setting.
393 * Create a new callback.
395 AfterNewGRFScan()
397 /* Visual C++ 2015 fails compiling this line (AfterNewGRFScan::generation_seed undefined symbol)
398 * if it's placed outside a member function, directly in the struct body. */
399 static_assert(sizeof(generation_seed) == sizeof(_settings_game.game_creation.generation_seed));
402 void OnNewGRFsScanned() override
404 ResetGRFConfig(false);
406 TarScanner::DoScan(TarScanner::SCENARIO);
408 AI::Initialize();
409 Game::Initialize();
411 /* We want the new (correct) NewGRF count to survive the loading. */
412 uint last_newgrf_count = _settings_client.gui.last_newgrf_count;
413 LoadFromConfig();
414 _settings_client.gui.last_newgrf_count = last_newgrf_count;
415 /* Since the default for the palette might have changed due to
416 * reading the configuration file, recalculate that now. */
417 UpdateNewGRFConfigPalette();
419 Game::Uninitialize(true);
420 AI::Uninitialize(true);
421 LoadFromHighScore();
422 LoadHotkeysFromConfig();
423 WindowDesc::LoadFromConfig();
425 /* We have loaded the config, so we may possibly save it. */
426 _save_config = save_config;
428 /* restore saved music and effects volumes */
429 MusicDriver::GetInstance()->SetVolume(_settings_client.music.music_vol);
430 SetEffectVolume(_settings_client.music.effect_vol);
432 if (startyear != CalendarTime::INVALID_YEAR) IConsoleSetSetting("game_creation.starting_year", startyear.base());
433 _settings_newgame.game_creation.generation_seed = generation_seed;
435 if (!dedicated_host.empty()) {
436 _network_bind_list.clear();
437 _network_bind_list.emplace_back(dedicated_host);
439 if (dedicated_port != 0) _settings_client.network.server_port = dedicated_port;
441 /* initialize the ingame console */
442 IConsoleInit();
443 InitializeGUI();
444 IConsoleCmdExec("exec scripts/autoexec.scr 0");
446 /* Make sure _settings is filled with _settings_newgame if we switch to a game directly */
447 if (_switch_mode != SM_NONE) MakeNewgameSettingsLive();
449 if (_network_available && !connection_string.empty()) {
450 LoadIntroGame();
451 _switch_mode = SM_NONE;
453 NetworkClientConnectGame(connection_string, COMPANY_NEW_COMPANY, join_server_password, join_company_password);
456 /* After the scan we're not used anymore. */
457 delete this;
461 void PostMainLoop()
463 WaitTillSaved();
465 /* only save config if we have to */
466 if (_save_config) {
467 SaveToConfig();
468 SaveHotkeysToConfig();
469 WindowDesc::SaveToConfig();
470 SaveToHighScore();
473 /* Reset windowing system, stop drivers, free used memory, ... */
474 ShutdownGame();
477 #if defined(UNIX)
478 extern void DedicatedFork();
479 #endif
481 /** Options of OpenTTD. */
482 static const OptionData _options[] = {
483 GETOPT_SHORT_VALUE('I'),
484 GETOPT_SHORT_VALUE('S'),
485 GETOPT_SHORT_VALUE('M'),
486 GETOPT_SHORT_VALUE('m'),
487 GETOPT_SHORT_VALUE('s'),
488 GETOPT_SHORT_VALUE('v'),
489 GETOPT_SHORT_VALUE('b'),
490 GETOPT_SHORT_OPTVAL('D'),
491 GETOPT_SHORT_VALUE('n'),
492 GETOPT_SHORT_VALUE('p'),
493 GETOPT_SHORT_VALUE('P'),
494 #if !defined(_WIN32)
495 GETOPT_SHORT_NOVAL('f'),
496 #endif
497 GETOPT_SHORT_VALUE('r'),
498 GETOPT_SHORT_VALUE('t'),
499 GETOPT_SHORT_OPTVAL('d'),
500 GETOPT_SHORT_NOVAL('e'),
501 GETOPT_SHORT_OPTVAL('g'),
502 GETOPT_SHORT_VALUE('G'),
503 GETOPT_SHORT_VALUE('c'),
504 GETOPT_SHORT_NOVAL('x'),
505 GETOPT_SHORT_NOVAL('X'),
506 GETOPT_SHORT_VALUE('q'),
507 GETOPT_SHORT_NOVAL('h'),
508 GETOPT_SHORT_NOVAL('Q'),
509 GETOPT_END()
513 * Main entry point for this lovely game.
514 * @param argc The number of arguments passed to this game.
515 * @param argv The values of the arguments.
516 * @return 0 when there is no error.
518 int openttd_main(int argc, char *argv[])
520 std::string musicdriver;
521 std::string sounddriver;
522 std::string videodriver;
523 std::string blitter;
524 std::string graphics_set;
525 std::string sounds_set;
526 std::string music_set;
527 Dimension resolution = {0, 0};
528 std::unique_ptr<AfterNewGRFScan> scanner(new AfterNewGRFScan());
529 bool dedicated = false;
530 bool only_local_path = false;
532 extern bool _dedicated_forks;
533 _dedicated_forks = false;
535 _game_mode = GM_MENU;
536 _switch_mode = SM_MENU;
538 GetOptData mgo(argc - 1, argv + 1, _options);
539 int ret = 0;
541 int i;
542 while ((i = mgo.GetOpt()) != -1) {
543 switch (i) {
544 case 'I': graphics_set = mgo.opt; break;
545 case 'S': sounds_set = mgo.opt; break;
546 case 'M': music_set = mgo.opt; break;
547 case 'm': musicdriver = mgo.opt; break;
548 case 's': sounddriver = mgo.opt; break;
549 case 'v': videodriver = mgo.opt; break;
550 case 'b': blitter = mgo.opt; break;
551 case 'D':
552 musicdriver = "null";
553 sounddriver = "null";
554 videodriver = "dedicated";
555 blitter = "null";
556 dedicated = true;
557 SetDebugString("net=4", ShowInfoI);
558 if (mgo.opt != nullptr) {
559 scanner->dedicated_host = ParseFullConnectionString(mgo.opt, scanner->dedicated_port);
561 break;
562 case 'f': _dedicated_forks = true; break;
563 case 'n':
564 scanner->connection_string = mgo.opt; // host:port#company parameter
565 break;
566 case 'p':
567 scanner->join_server_password = mgo.opt;
568 break;
569 case 'P':
570 scanner->join_company_password = mgo.opt;
571 break;
572 case 'r': ParseResolution(&resolution, mgo.opt); break;
573 case 't': scanner->startyear = atoi(mgo.opt); break;
574 case 'd': {
575 #if defined(_WIN32)
576 CreateConsole();
577 #endif
578 if (mgo.opt != nullptr) SetDebugString(mgo.opt, ShowInfoI);
579 break;
581 case 'e':
582 /* Allow for '-e' before or after '-g'. */
583 switch (_switch_mode) {
584 case SM_MENU: _switch_mode = SM_EDITOR; break;
585 case SM_LOAD_GAME: _switch_mode = SM_LOAD_SCENARIO; break;
586 case SM_START_HEIGHTMAP: _switch_mode = SM_LOAD_HEIGHTMAP; break;
587 default: break;
589 break;
590 case 'g':
591 if (mgo.opt != nullptr) {
592 _file_to_saveload.name = mgo.opt;
594 std::string extension = std::filesystem::path(_file_to_saveload.name).extension().string();
595 auto [ft, _] = FiosGetSavegameListCallback(SLO_LOAD, _file_to_saveload.name, extension);
596 if (ft == FIOS_TYPE_INVALID) {
597 std::tie(ft, _) = FiosGetScenarioListCallback(SLO_LOAD, _file_to_saveload.name, extension);
599 if (ft == FIOS_TYPE_INVALID) {
600 std::tie(ft, _) = FiosGetHeightmapListCallback(SLO_LOAD, _file_to_saveload.name, extension);
603 /* Allow for '-e' before or after '-g'. */
604 switch (GetAbstractFileType(ft)) {
605 case FT_SAVEGAME: _switch_mode = (_switch_mode == SM_EDITOR ? SM_LOAD_SCENARIO : SM_LOAD_GAME); break;
606 case FT_SCENARIO: _switch_mode = (_switch_mode == SM_EDITOR ? SM_LOAD_SCENARIO : SM_LOAD_GAME); break;
607 case FT_HEIGHTMAP: _switch_mode = (_switch_mode == SM_EDITOR ? SM_LOAD_HEIGHTMAP : SM_START_HEIGHTMAP); break;
608 default: break;
611 _file_to_saveload.SetMode(SLO_LOAD, GetAbstractFileType(ft), GetDetailedFileType(ft));
612 break;
615 _switch_mode = SM_NEWGAME;
616 /* Give a random map if no seed has been given */
617 if (scanner->generation_seed == GENERATE_NEW_SEED) {
618 scanner->generation_seed = InteractiveRandom();
620 break;
621 case 'q': {
622 DeterminePaths(argv[0], only_local_path);
623 if (StrEmpty(mgo.opt)) {
624 ret = 1;
625 return ret;
628 auto [_, title] = FiosGetSavegameListCallback(SLO_LOAD, mgo.opt, strrchr(mgo.opt, '.'));
630 _load_check_data.Clear();
631 SaveOrLoadResult res = SaveOrLoad(mgo.opt, SLO_CHECK, DFT_GAME_FILE, SAVE_DIR, false);
632 if (res != SL_OK || _load_check_data.HasErrors()) {
633 fmt::print(stderr, "Failed to open savegame\n");
634 if (_load_check_data.HasErrors()) {
635 InitializeLanguagePacks(); // A language pack is needed for GetString()
636 SetDParamStr(0, _load_check_data.error_msg);
637 fmt::print(stderr, "{}\n", GetString(_load_check_data.error));
639 return ret;
642 WriteSavegameInfo(title);
643 return ret;
645 case 'Q': {
646 extern int _skip_all_newgrf_scanning;
647 _skip_all_newgrf_scanning += 1;
648 break;
650 case 'G': scanner->generation_seed = std::strtoul(mgo.opt, nullptr, 10); break;
651 case 'c': _config_file = mgo.opt; break;
652 case 'x': scanner->save_config = false; break;
653 case 'X': only_local_path = true; break;
654 case 'h':
655 i = -2; // Force printing of help.
656 break;
658 if (i == -2) break;
661 if (i == -2 || mgo.numleft > 0) {
662 /* Either the user typed '-h', they made an error, or they added unrecognized command line arguments.
663 * In all cases, print the help, and exit.
665 * The next two functions are needed to list the graphics sets. We can't do them earlier
666 * because then we cannot show it on the debug console as that hasn't been configured yet. */
667 DeterminePaths(argv[0], only_local_path);
668 TarScanner::DoScan(TarScanner::BASESET);
669 BaseGraphics::FindSets();
670 BaseSounds::FindSets();
671 BaseMusic::FindSets();
672 ShowHelp();
673 return ret;
676 DeterminePaths(argv[0], only_local_path);
677 TarScanner::DoScan(TarScanner::BASESET);
679 if (dedicated) Debug(net, 3, "Starting dedicated server, version {}", _openttd_revision);
680 if (_dedicated_forks && !dedicated) _dedicated_forks = false;
682 #if defined(UNIX)
683 /* We must fork here, or we'll end up without some resources we need (like sockets) */
684 if (_dedicated_forks) DedicatedFork();
685 #endif
687 LoadFromConfig(true);
689 if (resolution.width != 0) _cur_resolution = resolution;
691 /* Limit width times height times bytes per pixel to fit a 32 bit
692 * integer, This way all internal drawing routines work correctly.
693 * A resolution that has one component as 0 is treated as a marker to
694 * auto-detect a good window size. */
695 _cur_resolution.width = std::min(_cur_resolution.width, UINT16_MAX / 2u);
696 _cur_resolution.height = std::min(_cur_resolution.height, UINT16_MAX / 2u);
698 /* Assume the cursor starts within the game as not all video drivers
699 * get an event that the cursor is within the window when it is opened.
700 * Saying the cursor is there makes no visible difference as it would
701 * just be out of the bounds of the window. */
702 _cursor.in_window = true;
704 /* enumerate language files */
705 InitializeLanguagePacks();
707 /* Initialize the font cache */
708 InitFontCache(false);
710 /* This must be done early, since functions use the SetWindowDirty* calls */
711 InitWindowSystem();
713 BaseGraphics::FindSets();
714 bool valid_graphics_set;
715 if (!graphics_set.empty()) {
716 valid_graphics_set = BaseGraphics::SetSetByName(graphics_set);
717 } else if (BaseGraphics::ini_data.shortname != 0) {
718 graphics_set = BaseGraphics::ini_data.name;
719 valid_graphics_set = BaseGraphics::SetSetByShortname(BaseGraphics::ini_data.shortname);
720 if (valid_graphics_set && !BaseGraphics::ini_data.extra_params.empty()) {
721 GRFConfig &extra_cfg = BaseGraphics::GetUsedSet()->GetOrCreateExtraConfig();
722 if (extra_cfg.IsCompatible(BaseGraphics::ini_data.extra_version)) {
723 extra_cfg.SetParams(BaseGraphics::ini_data.extra_params);
726 } else if (!BaseGraphics::ini_data.name.empty()) {
727 graphics_set = BaseGraphics::ini_data.name;
728 valid_graphics_set = BaseGraphics::SetSetByName(BaseGraphics::ini_data.name);
729 } else {
730 valid_graphics_set = true;
731 BaseGraphics::SetSet(nullptr); // ignore error, continue to bootstrap GUI
733 if (!valid_graphics_set) {
734 BaseGraphics::SetSet(nullptr);
736 ErrorMessageData msg(STR_CONFIG_ERROR, STR_CONFIG_ERROR_INVALID_BASE_GRAPHICS_NOT_FOUND);
737 msg.SetDParamStr(0, graphics_set);
738 ScheduleErrorMessage(msg);
741 /* Initialize game palette */
742 GfxInitPalettes();
744 Debug(misc, 1, "Loading blitter...");
745 if (blitter.empty() && !_ini_blitter.empty()) blitter = _ini_blitter;
746 _blitter_autodetected = blitter.empty();
747 /* Activate the initial blitter.
748 * This is only some initial guess, after NewGRFs have been loaded SwitchNewGRFBlitter may switch to a different one.
749 * - Never guess anything, if the user specified a blitter. (_blitter_autodetected)
750 * - Use 32bpp blitter if baseset or 8bpp-support settings says so.
751 * - Use 8bpp blitter otherwise.
753 if (!_blitter_autodetected ||
754 (_support8bpp != S8BPP_NONE && (BaseGraphics::GetUsedSet() == nullptr || BaseGraphics::GetUsedSet()->blitter == BLT_8BPP)) ||
755 BlitterFactory::SelectBlitter("32bpp-anim") == nullptr) {
756 if (BlitterFactory::SelectBlitter(blitter) == nullptr) {
757 blitter.empty() ?
758 UserError("Failed to autoprobe blitter") :
759 UserError("Failed to select requested blitter '{}'; does it exist?", blitter);
763 if (videodriver.empty() && !_ini_videodriver.empty()) videodriver = _ini_videodriver;
764 DriverFactoryBase::SelectDriver(videodriver, Driver::DT_VIDEO);
766 InitializeSpriteSorter();
768 /* Initialize the zoom level of the screen to normal */
769 _screen.zoom = ZOOM_LVL_NORMAL;
771 /* The video driver is now selected, now initialise GUI zoom */
772 AdjustGUIZoom(false);
774 SocialIntegration::Initialize();
775 NetworkStartUp(); // initialize network-core
777 if (!HandleBootstrap()) {
778 ShutdownGame();
779 return ret;
782 VideoDriver::GetInstance()->ClaimMousePointer();
784 /* initialize screenshot formats */
785 InitializeScreenshotFormats();
787 BaseSounds::FindSets();
788 if (sounds_set.empty() && !BaseSounds::ini_set.empty()) sounds_set = BaseSounds::ini_set;
789 if (!BaseSounds::SetSetByName(sounds_set)) {
790 if (sounds_set.empty() || !BaseSounds::SetSet({})) {
791 UserError("Failed to find a sounds set. Please acquire a sounds set for OpenTTD. See section 1.4 of README.md.");
792 } else {
793 ErrorMessageData msg(STR_CONFIG_ERROR, STR_CONFIG_ERROR_INVALID_BASE_SOUNDS_NOT_FOUND);
794 msg.SetDParamStr(0, sounds_set);
795 ScheduleErrorMessage(msg);
799 BaseMusic::FindSets();
800 if (music_set.empty() && !BaseMusic::ini_set.empty()) music_set = BaseMusic::ini_set;
801 if (!BaseMusic::SetSetByName(music_set)) {
802 if (music_set.empty() || !BaseMusic::SetSet({})) {
803 UserError("Failed to find a music set. Please acquire a music set for OpenTTD. See section 1.4 of README.md.");
804 } else {
805 ErrorMessageData msg(STR_CONFIG_ERROR, STR_CONFIG_ERROR_INVALID_BASE_MUSIC_NOT_FOUND);
806 msg.SetDParamStr(0, music_set);
807 ScheduleErrorMessage(msg);
811 if (sounddriver.empty() && !_ini_sounddriver.empty()) sounddriver = _ini_sounddriver;
812 DriverFactoryBase::SelectDriver(sounddriver, Driver::DT_SOUND);
814 if (musicdriver.empty() && !_ini_musicdriver.empty()) musicdriver = _ini_musicdriver;
815 DriverFactoryBase::SelectDriver(musicdriver, Driver::DT_MUSIC);
817 GenerateWorld(GWM_EMPTY, 64, 64); // Make the viewport initialization happy
818 LoadIntroGame(false);
820 CheckForMissingGlyphs();
822 /* ScanNewGRFFiles now has control over the scanner. */
823 RequestNewGRFScan(scanner.release());
825 VideoDriver::GetInstance()->MainLoop();
827 PostMainLoop();
828 return ret;
831 void HandleExitGameRequest()
833 if (_game_mode == GM_MENU || _game_mode == GM_BOOTSTRAP) { // do not ask to quit on the main screen
834 _exit_game = true;
835 } else if (_settings_client.gui.autosave_on_exit) {
836 DoExitSave();
837 _survey.Transmit(NetworkSurveyHandler::Reason::EXIT, true);
838 _exit_game = true;
839 } else {
840 AskExitGame();
845 * Triggers everything required to set up a saved scenario for a new game.
847 static void OnStartScenario()
849 /* Reset engine pool to simplify changing engine NewGRFs in scenario editor. */
850 EngineOverrideManager::ResetToCurrentNewGRFConfig();
852 /* Make sure all industries were built "this year", to avoid too early closures. (#9918) */
853 for (Industry *i : Industry::Iterate()) {
854 i->last_prod_year = TimerGameEconomy::year;
859 * Triggers everything that should be triggered when starting a game.
860 * @param dedicated_server Whether this is a dedicated server or not.
862 static void OnStartGame(bool dedicated_server)
864 /* Update the local company for a loaded game. It is either the first available company
865 * or in the case of a dedicated server, a spectator */
866 SetLocalCompany(dedicated_server ? COMPANY_SPECTATOR : GetFirstPlayableCompanyID());
868 /* Update the static game info to set the values from the new game. */
869 NetworkServerUpdateGameInfo();
870 /* Execute the game-start script */
871 IConsoleCmdExec("exec scripts/game_start.scr 0");
874 static void MakeNewGameDone()
876 SettingsDisableElrail(_settings_game.vehicle.disable_elrails);
878 /* In a dedicated server, the server does not play */
879 if (!VideoDriver::GetInstance()->HasGUI()) {
880 OnStartGame(true);
881 if (_settings_client.gui.pause_on_newgame) Command<CMD_PAUSE>::Post(PM_PAUSED_NORMAL, true);
882 return;
885 /* Create a single company */
886 DoStartupNewCompany(false);
888 Company *c = Company::Get(COMPANY_FIRST);
889 c->settings = _settings_client.company;
891 /* Overwrite color from settings if needed
892 * COLOUR_END corresponds to Random colour */
894 if (_settings_client.gui.starting_colour != COLOUR_END) {
895 c->colour = _settings_client.gui.starting_colour;
896 ResetCompanyLivery(c);
897 _company_colours[c->index] = c->colour;
900 if (_settings_client.gui.starting_colour_secondary != COLOUR_END && HasBit(_loaded_newgrf_features.used_liveries, LS_DEFAULT)) {
901 Command<CMD_SET_COMPANY_COLOUR>::Post(LS_DEFAULT, false, _settings_client.gui.starting_colour_secondary);
904 OnStartGame(false);
906 InitializeRailGUI();
907 InitializeRoadGUI();
909 /* We are the server, we start a new company (not dedicated),
910 * so set the default password *if* needed. */
911 if (_network_server && !_settings_client.network.default_company_pass.empty()) {
912 NetworkChangeCompanyPassword(_local_company, _settings_client.network.default_company_pass);
915 if (_settings_client.gui.pause_on_newgame) Command<CMD_PAUSE>::Post(PM_PAUSED_NORMAL, true);
917 CheckEngines();
918 CheckIndustries();
919 MarkWholeScreenDirty();
921 if (_network_server) {
922 ChangeNetworkRestartTime(true);
924 if (!_network_dedicated) ShowClientList();
928 static void MakeNewGame(bool from_heightmap, bool reset_settings)
930 _game_mode = GM_NORMAL;
931 if (!from_heightmap) {
932 /* "reload" command needs to know what mode we were in. */
933 _file_to_saveload.SetMode(SLO_INVALID, FT_INVALID, DFT_INVALID);
936 ResetGRFConfig(true);
938 GenerateWorldSetCallback(&MakeNewGameDone);
939 GenerateWorld(from_heightmap ? GWM_HEIGHTMAP : GWM_NEWGAME, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y, reset_settings);
942 static void MakeNewEditorWorldDone()
944 SetLocalCompany(OWNER_NONE);
947 static void MakeNewEditorWorld()
949 _game_mode = GM_EDITOR;
950 /* "reload" command needs to know what mode we were in. */
951 _file_to_saveload.SetMode(SLO_INVALID, FT_INVALID, DFT_INVALID);
953 ResetGRFConfig(true);
955 GenerateWorldSetCallback(&MakeNewEditorWorldDone);
956 GenerateWorld(GWM_EMPTY, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
960 * Load the specified savegame but on error do different things.
961 * If loading fails due to corrupt savegame, bad version, etc. go back to
962 * a previous correct state. In the menu for example load the intro game again.
963 * @param filename file to be loaded
964 * @param fop mode of loading, always SLO_LOAD
965 * @param newgm switch to this mode of loading fails due to some unknown error
966 * @param subdir default directory to look for filename, set to 0 if not needed
967 * @param lf Load filter to use, if nullptr: use filename + subdir.
969 bool SafeLoad(const std::string &filename, SaveLoadOperation fop, DetailedFileType dft, GameMode newgm, Subdirectory subdir, std::shared_ptr<LoadFilter> lf = nullptr)
971 assert(fop == SLO_LOAD);
972 assert(dft == DFT_GAME_FILE || (lf == nullptr && dft == DFT_OLD_GAME_FILE));
973 GameMode ogm = _game_mode;
975 _game_mode = newgm;
977 SaveOrLoadResult result = (lf == nullptr) ? SaveOrLoad(filename, fop, dft, subdir) : LoadWithFilter(lf);
978 if (result == SL_OK) return true;
980 if (_network_dedicated && ogm == GM_MENU) {
982 * If we are a dedicated server *and* we just were in the menu, then we
983 * are loading the first savegame. If that fails, not starting the
984 * server is a better reaction than starting the server with a newly
985 * generated map as it is quite likely to be started from a script.
987 Debug(net, 0, "Loading requested map failed; closing server.");
988 _exit_game = true;
989 return false;
992 if (result != SL_REINIT) {
993 _game_mode = ogm;
994 return false;
997 if (_network_dedicated) {
999 * If we are a dedicated server, have already loaded/started a game,
1000 * and then loading the savegame fails in a manner that we need to
1001 * reinitialize everything. We must not fall back into the menu mode
1002 * with the intro game, as that is unjoinable by clients. So there is
1003 * nothing else to do than start a new game, as it might have failed
1004 * trying to reload the originally loaded savegame/scenario.
1006 Debug(net, 0, "Loading game failed, so a new (random) game will be started");
1007 MakeNewGame(false, true);
1008 return false;
1011 if (_network_server) {
1012 /* We can't load the intro game as server, so disconnect first. */
1013 NetworkDisconnect();
1016 switch (ogm) {
1017 default:
1018 case GM_MENU: LoadIntroGame(); break;
1019 case GM_EDITOR: MakeNewEditorWorld(); break;
1021 return false;
1024 static void UpdateSocialIntegration(GameMode game_mode)
1026 switch (game_mode) {
1027 case GM_BOOTSTRAP:
1028 case GM_MENU:
1029 SocialIntegration::EventEnterMainMenu();
1030 break;
1032 case GM_NORMAL:
1033 if (_networking) {
1034 SocialIntegration::EventEnterMultiplayer(Map::SizeX(), Map::SizeY());
1035 } else {
1036 SocialIntegration::EventEnterSingleplayer(Map::SizeX(), Map::SizeY());
1038 break;
1040 case GM_EDITOR:
1041 SocialIntegration::EventEnterScenarioEditor(Map::SizeX(), Map::SizeY());
1042 break;
1046 void SwitchToMode(SwitchMode new_mode)
1048 /* If we are saving something, the network stays in its current state */
1049 if (new_mode != SM_SAVE_GAME) {
1050 /* If the network is active, make it not-active */
1051 if (_networking) {
1052 if (_network_server && (new_mode == SM_LOAD_GAME || new_mode == SM_NEWGAME || new_mode == SM_RESTARTGAME)) {
1053 NetworkReboot();
1054 } else {
1055 NetworkDisconnect();
1059 /* If we are a server, we restart the server */
1060 if (_is_network_server) {
1061 /* But not if we are going to the menu */
1062 if (new_mode != SM_MENU) {
1063 /* check if we should reload the config */
1064 if (_settings_client.network.reload_cfg) {
1065 LoadFromConfig();
1066 MakeNewgameSettingsLive();
1067 ResetGRFConfig(false);
1069 NetworkServerStart();
1070 } else {
1071 /* This client no longer wants to be a network-server */
1072 _is_network_server = false;
1077 /* Make sure all AI controllers are gone at quitting game */
1078 if (new_mode != SM_SAVE_GAME) AI::KillAll();
1080 /* When we change mode, reset the autosave. */
1081 if (new_mode != SM_SAVE_GAME) ChangeAutosaveFrequency(true);
1083 /* Transmit the survey if we were in normal-mode and not saving. It always means we leaving the current game. */
1084 if (_game_mode == GM_NORMAL && new_mode != SM_SAVE_GAME) _survey.Transmit(NetworkSurveyHandler::Reason::LEAVE);
1086 /* Keep track when we last switch mode. Used for survey, to know how long someone was in a game. */
1087 if (new_mode != SM_SAVE_GAME) _switch_mode_time = std::chrono::steady_clock::now();
1089 switch (new_mode) {
1090 case SM_EDITOR: // Switch to scenario editor
1091 MakeNewEditorWorld();
1092 GenerateSavegameId();
1094 UpdateSocialIntegration(GM_EDITOR);
1095 break;
1097 case SM_RELOADGAME: // Reload with what-ever started the game
1098 if (_file_to_saveload.abstract_ftype == FT_SAVEGAME || _file_to_saveload.abstract_ftype == FT_SCENARIO) {
1099 /* Reload current savegame/scenario */
1100 _switch_mode = _game_mode == GM_EDITOR ? SM_LOAD_SCENARIO : SM_LOAD_GAME;
1101 SwitchToMode(_switch_mode);
1102 break;
1103 } else if (_file_to_saveload.abstract_ftype == FT_HEIGHTMAP) {
1104 /* Restart current heightmap */
1105 _switch_mode = _game_mode == GM_EDITOR ? SM_LOAD_HEIGHTMAP : SM_RESTART_HEIGHTMAP;
1106 SwitchToMode(_switch_mode);
1107 break;
1110 MakeNewGame(false, new_mode == SM_NEWGAME);
1111 GenerateSavegameId();
1113 UpdateSocialIntegration(GM_NORMAL);
1114 break;
1116 case SM_RESTARTGAME: // Restart --> 'Random game' with current settings
1117 case SM_NEWGAME: // New Game --> 'Random game'
1118 MakeNewGame(false, new_mode == SM_NEWGAME);
1119 GenerateSavegameId();
1121 UpdateSocialIntegration(GM_NORMAL);
1122 break;
1124 case SM_LOAD_GAME: { // Load game, Play Scenario
1125 ResetGRFConfig(true);
1126 ResetWindowSystem();
1128 if (!SafeLoad(_file_to_saveload.name, _file_to_saveload.file_op, _file_to_saveload.detail_ftype, GM_NORMAL, NO_DIRECTORY)) {
1129 SetDParamStr(0, GetSaveLoadErrorString());
1130 ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_CRITICAL);
1131 } else {
1132 if (_file_to_saveload.abstract_ftype == FT_SCENARIO) {
1133 OnStartScenario();
1135 OnStartGame(_network_dedicated);
1136 /* Decrease pause counter (was increased from opening load dialog) */
1137 Command<CMD_PAUSE>::Post(PM_PAUSED_SAVELOAD, false);
1140 UpdateSocialIntegration(GM_NORMAL);
1141 break;
1144 case SM_RESTART_HEIGHTMAP: // Load a heightmap and start a new game from it with current settings
1145 case SM_START_HEIGHTMAP: // Load a heightmap and start a new game from it
1146 MakeNewGame(true, new_mode == SM_START_HEIGHTMAP);
1147 GenerateSavegameId();
1149 UpdateSocialIntegration(GM_NORMAL);
1150 break;
1152 case SM_LOAD_HEIGHTMAP: // Load heightmap from scenario editor
1153 SetLocalCompany(OWNER_NONE);
1155 _game_mode = GM_EDITOR;
1157 GenerateWorld(GWM_HEIGHTMAP, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
1158 GenerateSavegameId();
1159 MarkWholeScreenDirty();
1161 UpdateSocialIntegration(GM_EDITOR);
1162 break;
1164 case SM_LOAD_SCENARIO: { // Load scenario from scenario editor
1165 if (SafeLoad(_file_to_saveload.name, _file_to_saveload.file_op, _file_to_saveload.detail_ftype, GM_EDITOR, NO_DIRECTORY)) {
1166 SetLocalCompany(OWNER_NONE);
1167 GenerateSavegameId();
1168 _settings_newgame.game_creation.starting_year = TimerGameCalendar::year;
1169 /* Cancel the saveload pausing */
1170 Command<CMD_PAUSE>::Post(PM_PAUSED_SAVELOAD, false);
1171 } else {
1172 SetDParamStr(0, GetSaveLoadErrorString());
1173 ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_CRITICAL);
1176 UpdateSocialIntegration(GM_EDITOR);
1177 break;
1180 case SM_JOIN_GAME: // Join a multiplayer game
1181 LoadIntroGame();
1182 NetworkClientJoinGame();
1184 SocialIntegration::EventJoiningMultiplayer();
1185 break;
1187 case SM_MENU: // Switch to game intro menu
1188 LoadIntroGame();
1189 if (BaseSounds::ini_set.empty() && BaseSounds::GetUsedSet()->fallback && SoundDriver::GetInstance()->HasOutput()) {
1190 ShowErrorMessage(STR_WARNING_FALLBACK_SOUNDSET, INVALID_STRING_ID, WL_CRITICAL);
1191 BaseSounds::ini_set = BaseSounds::GetUsedSet()->name;
1193 if (_settings_client.network.participate_survey == PS_ASK) {
1194 /* No matter how often you go back to the main menu, only ask the first time. */
1195 static bool asked_once = false;
1196 if (!asked_once) {
1197 asked_once = true;
1198 ShowNetworkAskSurvey();
1202 UpdateSocialIntegration(GM_MENU);
1203 break;
1205 case SM_SAVE_GAME: // Save game.
1206 /* Make network saved games on pause compatible to singleplayer mode */
1207 if (SaveOrLoad(_file_to_saveload.name, SLO_SAVE, DFT_GAME_FILE, NO_DIRECTORY) != SL_OK) {
1208 SetDParamStr(0, GetSaveLoadErrorString());
1209 ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR);
1210 } else {
1211 CloseWindowById(WC_SAVELOAD, 0);
1213 break;
1215 case SM_SAVE_HEIGHTMAP: // Save heightmap.
1216 MakeHeightmapScreenshot(_file_to_saveload.name.c_str());
1217 CloseWindowById(WC_SAVELOAD, 0);
1218 break;
1220 case SM_GENRANDLAND: // Generate random land within scenario editor
1221 SetLocalCompany(OWNER_NONE);
1222 GenerateWorld(GWM_RANDOM, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
1223 /* XXX: set date */
1224 MarkWholeScreenDirty();
1225 break;
1227 default: NOT_REACHED();
1233 * Check the validity of some of the caches.
1234 * Especially in the sense of desyncs between
1235 * the cached value and what the value would
1236 * be when calculated from the 'base' data.
1238 static void CheckCaches()
1240 /* Return here so it is easy to add checks that are run
1241 * always to aid testing of caches. */
1242 if (_debug_desync_level <= 1) return;
1244 /* Check the town caches. */
1245 std::vector<TownCache> old_town_caches;
1246 for (const Town *t : Town::Iterate()) {
1247 old_town_caches.push_back(t->cache);
1250 RebuildTownCaches();
1251 RebuildSubsidisedSourceAndDestinationCache();
1253 uint i = 0;
1254 for (Town *t : Town::Iterate()) {
1255 if (MemCmpT(old_town_caches.data() + i, &t->cache) != 0) {
1256 Debug(desync, 2, "town cache mismatch: town {}", t->index);
1258 i++;
1261 /* Check company infrastructure cache. */
1262 std::vector<CompanyInfrastructure> old_infrastructure;
1263 for (const Company *c : Company::Iterate()) old_infrastructure.push_back(c->infrastructure);
1265 AfterLoadCompanyStats();
1267 i = 0;
1268 for (const Company *c : Company::Iterate()) {
1269 if (MemCmpT(old_infrastructure.data() + i, &c->infrastructure) != 0) {
1270 Debug(desync, 2, "infrastructure cache mismatch: company {}", c->index);
1272 i++;
1275 /* Strict checking of the road stop cache entries */
1276 for (const RoadStop *rs : RoadStop::Iterate()) {
1277 if (IsBayRoadStopTile(rs->xy)) continue;
1279 assert(rs->GetEntry(DIAGDIR_NE) != rs->GetEntry(DIAGDIR_NW));
1280 rs->GetEntry(DIAGDIR_NE)->CheckIntegrity(rs);
1281 rs->GetEntry(DIAGDIR_NW)->CheckIntegrity(rs);
1284 for (Vehicle *v : Vehicle::Iterate()) {
1285 if (v != v->First() || v->vehstatus & VS_CRASHED || !v->IsPrimaryVehicle()) continue;
1287 uint length = 0;
1288 for (const Vehicle *u = v; u != nullptr; u = u->Next()) length++;
1290 NewGRFCache *grf_cache = CallocT<NewGRFCache>(length);
1291 VehicleCache *veh_cache = CallocT<VehicleCache>(length);
1292 GroundVehicleCache *gro_cache = CallocT<GroundVehicleCache>(length);
1293 TrainCache *tra_cache = CallocT<TrainCache>(length);
1295 length = 0;
1296 for (const Vehicle *u = v; u != nullptr; u = u->Next()) {
1297 FillNewGRFVehicleCache(u);
1298 grf_cache[length] = u->grf_cache;
1299 veh_cache[length] = u->vcache;
1300 switch (u->type) {
1301 case VEH_TRAIN:
1302 gro_cache[length] = Train::From(u)->gcache;
1303 tra_cache[length] = Train::From(u)->tcache;
1304 break;
1305 case VEH_ROAD:
1306 gro_cache[length] = RoadVehicle::From(u)->gcache;
1307 break;
1308 default:
1309 break;
1311 length++;
1314 switch (v->type) {
1315 case VEH_TRAIN: Train::From(v)->ConsistChanged(CCF_TRACK); break;
1316 case VEH_ROAD: RoadVehUpdateCache(RoadVehicle::From(v)); break;
1317 case VEH_AIRCRAFT: UpdateAircraftCache(Aircraft::From(v)); break;
1318 case VEH_SHIP: Ship::From(v)->UpdateCache(); break;
1319 default: break;
1322 length = 0;
1323 for (const Vehicle *u = v; u != nullptr; u = u->Next()) {
1324 FillNewGRFVehicleCache(u);
1325 if (memcmp(&grf_cache[length], &u->grf_cache, sizeof(NewGRFCache)) != 0) {
1326 Debug(desync, 2, "newgrf cache mismatch: type {}, vehicle {}, company {}, unit number {}, wagon {}", v->type, v->index, v->owner, v->unitnumber, length);
1328 if (memcmp(&veh_cache[length], &u->vcache, sizeof(VehicleCache)) != 0) {
1329 Debug(desync, 2, "vehicle cache mismatch: type {}, vehicle {}, company {}, unit number {}, wagon {}", v->type, v->index, v->owner, v->unitnumber, length);
1331 switch (u->type) {
1332 case VEH_TRAIN:
1333 if (memcmp(&gro_cache[length], &Train::From(u)->gcache, sizeof(GroundVehicleCache)) != 0) {
1334 Debug(desync, 2, "train ground vehicle cache mismatch: vehicle {}, company {}, unit number {}, wagon {}", v->index, v->owner, v->unitnumber, length);
1336 if (memcmp(&tra_cache[length], &Train::From(u)->tcache, sizeof(TrainCache)) != 0) {
1337 Debug(desync, 2, "train cache mismatch: vehicle {}, company {}, unit number {}, wagon {}", v->index, v->owner, v->unitnumber, length);
1339 break;
1340 case VEH_ROAD:
1341 if (memcmp(&gro_cache[length], &RoadVehicle::From(u)->gcache, sizeof(GroundVehicleCache)) != 0) {
1342 Debug(desync, 2, "road vehicle ground vehicle cache mismatch: vehicle {}, company {}, unit number {}, wagon {}", v->index, v->owner, v->unitnumber, length);
1344 break;
1345 default:
1346 break;
1348 length++;
1351 free(grf_cache);
1352 free(veh_cache);
1353 free(gro_cache);
1354 free(tra_cache);
1357 /* Check whether the caches are still valid */
1358 for (Vehicle *v : Vehicle::Iterate()) {
1359 byte buff[sizeof(VehicleCargoList)];
1360 memcpy(buff, &v->cargo, sizeof(VehicleCargoList));
1361 v->cargo.InvalidateCache();
1362 assert(memcmp(&v->cargo, buff, sizeof(VehicleCargoList)) == 0);
1365 /* Backup stations_near */
1366 std::vector<StationList> old_town_stations_near;
1367 for (Town *t : Town::Iterate()) old_town_stations_near.push_back(t->stations_near);
1369 std::vector<StationList> old_industry_stations_near;
1370 for (Industry *ind : Industry::Iterate()) old_industry_stations_near.push_back(ind->stations_near);
1372 for (Station *st : Station::Iterate()) {
1373 for (GoodsEntry &ge : st->goods) {
1374 byte buff[sizeof(StationCargoList)];
1375 memcpy(buff, &ge.cargo, sizeof(StationCargoList));
1376 ge.cargo.InvalidateCache();
1377 assert(memcmp(&ge.cargo, buff, sizeof(StationCargoList)) == 0);
1380 /* Check docking tiles */
1381 TileArea ta;
1382 std::map<TileIndex, bool> docking_tiles;
1383 for (TileIndex tile : st->docking_station) {
1384 ta.Add(tile);
1385 docking_tiles[tile] = IsDockingTile(tile);
1387 UpdateStationDockingTiles(st);
1388 if (ta.tile != st->docking_station.tile || ta.w != st->docking_station.w || ta.h != st->docking_station.h) {
1389 Debug(desync, 2, "station docking mismatch: station {}, company {}", st->index, st->owner);
1391 for (TileIndex tile : ta) {
1392 if (docking_tiles[tile] != IsDockingTile(tile)) {
1393 Debug(desync, 2, "docking tile mismatch: tile {}", tile);
1397 /* Check industries_near */
1398 IndustryList industries_near = st->industries_near;
1399 st->RecomputeCatchment();
1400 if (st->industries_near != industries_near) {
1401 Debug(desync, 2, "station industries near mismatch: station {}", st->index);
1405 /* Check stations_near */
1406 i = 0;
1407 for (Town *t : Town::Iterate()) {
1408 if (t->stations_near != old_town_stations_near[i]) {
1409 Debug(desync, 2, "town stations near mismatch: town {}", t->index);
1411 i++;
1413 i = 0;
1414 for (Industry *ind : Industry::Iterate()) {
1415 if (ind->stations_near != old_industry_stations_near[i]) {
1416 Debug(desync, 2, "industry stations near mismatch: industry {}", ind->index);
1418 i++;
1423 * State controlling game loop.
1424 * The state must not be changed from anywhere but here.
1425 * That check is enforced in DoCommand.
1427 void StateGameLoop()
1429 if (!_networking || _network_server) {
1430 StateGameLoop_LinkGraphPauseControl();
1433 /* Don't execute the state loop during pause or when modal windows are open. */
1434 if (_pause_mode != PM_UNPAUSED || HasModalProgress()) {
1435 PerformanceMeasurer::Paused(PFE_GAMELOOP);
1436 PerformanceMeasurer::Paused(PFE_GL_ECONOMY);
1437 PerformanceMeasurer::Paused(PFE_GL_TRAINS);
1438 PerformanceMeasurer::Paused(PFE_GL_ROADVEHS);
1439 PerformanceMeasurer::Paused(PFE_GL_SHIPS);
1440 PerformanceMeasurer::Paused(PFE_GL_AIRCRAFT);
1441 PerformanceMeasurer::Paused(PFE_GL_LANDSCAPE);
1443 if (!HasModalProgress()) UpdateLandscapingLimits();
1444 #ifndef DEBUG_DUMP_COMMANDS
1445 Game::GameLoop();
1446 #endif
1447 return;
1450 PerformanceMeasurer framerate(PFE_GAMELOOP);
1451 PerformanceAccumulator::Reset(PFE_GL_LANDSCAPE);
1453 Layouter::ReduceLineCache();
1455 if (_game_mode == GM_EDITOR) {
1456 BasePersistentStorageArray::SwitchMode(PSM_ENTER_GAMELOOP);
1457 RunTileLoop();
1458 CallVehicleTicks();
1459 CallLandscapeTick();
1460 BasePersistentStorageArray::SwitchMode(PSM_LEAVE_GAMELOOP);
1461 UpdateLandscapingLimits();
1463 CallWindowGameTickEvent();
1464 NewsLoop();
1465 } else {
1466 if (_debug_desync_level > 2 && TimerGameEconomy::date_fract == 0 && (TimerGameEconomy::date.base() & 0x1F) == 0) {
1467 /* Save the desync savegame if needed. */
1468 std::string name = fmt::format("dmp_cmds_{:08x}_{:08x}.sav", _settings_game.game_creation.generation_seed, TimerGameEconomy::date);
1469 SaveOrLoad(name, SLO_SAVE, DFT_GAME_FILE, AUTOSAVE_DIR, false);
1472 CheckCaches();
1474 /* All these actions has to be done from OWNER_NONE
1475 * for multiplayer compatibility */
1476 Backup<CompanyID> cur_company(_current_company, OWNER_NONE, FILE_LINE);
1478 BasePersistentStorageArray::SwitchMode(PSM_ENTER_GAMELOOP);
1479 AnimateAnimatedTiles();
1480 if (TimerManager<TimerGameCalendar>::Elapsed(1)) {
1481 RunVehicleCalendarDayProc();
1483 TimerManager<TimerGameEconomy>::Elapsed(1);
1484 TimerManager<TimerGameTick>::Elapsed(1);
1485 RunTileLoop();
1486 CallVehicleTicks();
1487 CallLandscapeTick();
1488 BasePersistentStorageArray::SwitchMode(PSM_LEAVE_GAMELOOP);
1490 #ifndef DEBUG_DUMP_COMMANDS
1492 PerformanceMeasurer script_framerate(PFE_ALLSCRIPTS);
1493 AI::GameLoop();
1494 Game::GameLoop();
1496 #endif
1497 UpdateLandscapingLimits();
1499 CallWindowGameTickEvent();
1500 NewsLoop();
1501 cur_company.Restore();
1504 assert(IsLocalCompany());
1507 /** Interval for regular autosaves. Initialized at zero to disable till settings are loaded. */
1508 static IntervalTimer<TimerGameRealtime> _autosave_interval({std::chrono::milliseconds::zero(), TimerGameRealtime::AUTOSAVE}, [](auto)
1510 /* We reset the command-during-pause mode here, so we don't continue
1511 * to make auto-saves when nothing more is changing. */
1512 _pause_mode &= ~PM_COMMAND_DURING_PAUSE;
1514 _do_autosave = true;
1515 SetWindowDirty(WC_STATUS_BAR, 0);
1517 static FiosNumberedSaveName _autosave_ctr("autosave");
1518 DoAutoOrNetsave(_autosave_ctr);
1520 _do_autosave = false;
1521 SetWindowDirty(WC_STATUS_BAR, 0);
1525 * Reset the interval of the autosave.
1527 * If reset is not set, this does not set the elapsed time on the timer,
1528 * so if the interval is smaller, it might result in an autosave being done
1529 * immediately.
1531 * @param reset Whether to reset the timer back to zero, or to continue.
1533 void ChangeAutosaveFrequency(bool reset)
1535 _autosave_interval.SetInterval({std::chrono::minutes(_settings_client.gui.autosave_interval), TimerGameRealtime::AUTOSAVE}, reset);
1539 * Request a new NewGRF scan. This will be executed on the next game-tick.
1540 * This is mostly needed to ensure NewGRF scans (which are blocking) are
1541 * done in the game-thread, and not in the draw-thread (which most often
1542 * triggers this request).
1543 * @param callback Optional callback to call when NewGRF scan is completed.
1544 * @return True when the NewGRF scan was actually requested, false when the scan was already running.
1546 bool RequestNewGRFScan(NewGRFScanCallback *callback)
1548 if (_request_newgrf_scan) return false;
1550 _request_newgrf_scan = true;
1551 _request_newgrf_scan_callback = callback;
1552 return true;
1555 void GameLoop()
1557 if (_game_mode == GM_BOOTSTRAP) {
1558 /* Check for UDP stuff */
1559 if (_network_available) NetworkBackgroundLoop();
1560 return;
1563 if (_request_newgrf_scan) {
1564 ScanNewGRFFiles(_request_newgrf_scan_callback);
1565 _request_newgrf_scan = false;
1566 _request_newgrf_scan_callback = nullptr;
1567 /* In case someone closed the game during our scan, don't do anything else. */
1568 if (_exit_game) return;
1571 ProcessAsyncSaveFinish();
1573 if (_game_mode == GM_NORMAL) {
1574 static auto last_time = std::chrono::steady_clock::now();
1575 auto now = std::chrono::steady_clock::now();
1576 auto delta_ms = std::chrono::duration_cast<std::chrono::milliseconds>(now - last_time);
1577 if (delta_ms.count() != 0) {
1578 TimerManager<TimerGameRealtime>::Elapsed(delta_ms);
1579 last_time = now;
1583 /* switch game mode? */
1584 if (_switch_mode != SM_NONE && !HasModalProgress()) {
1585 SwitchToMode(_switch_mode);
1586 _switch_mode = SM_NONE;
1587 if (_exit_game) return;
1590 IncreaseSpriteLRU();
1592 /* Check for UDP stuff */
1593 if (_network_available) NetworkBackgroundLoop();
1595 DebugSendRemoteMessages();
1597 if (_networking && !HasModalProgress()) {
1598 /* Multiplayer */
1599 NetworkGameLoop();
1600 } else {
1601 if (_network_reconnect > 0 && --_network_reconnect == 0) {
1602 /* This means that we want to reconnect to the last host
1603 * We do this here, because it means that the network is really closed */
1604 NetworkClientConnectGame(_settings_client.network.last_joined, COMPANY_SPECTATOR);
1606 /* Singleplayer */
1607 StateGameLoop();
1610 if (!_pause_mode && HasBit(_display_opt, DO_FULL_ANIMATION)) DoPaletteAnimations();
1612 SoundDriver::GetInstance()->MainLoop();
1613 MusicLoop();
1614 SocialIntegration::RunCallbacks();