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"
68 #include "network/network_gui.h"
71 #include "linkgraph/linkgraphschedule.h"
74 #include <system_error>
76 #include "safeguards.h"
79 # include <emscripten.h>
80 # include <emscripten/html5.h>
83 void CallLandscapeTick();
85 void DoPaletteAnimations();
88 void CallWindowGameTickEvent();
89 bool HandleBootstrap();
91 extern Company
*DoStartupNewCompany(bool is_ai
, CompanyID company
= INVALID_COMPANY
);
92 extern void ShowOSErrorBox(const char *buf
, bool system
);
93 extern std::string _config_file
;
95 bool _save_config
= false;
96 bool _request_newgrf_scan
= false;
97 NewGRFScanCallback
*_request_newgrf_scan_callback
= nullptr;
100 * Error handling for fatal user errors.
101 * @param s the string to print.
102 * @note Does NEVER return.
104 void CDECL
usererror(const char *s
, ...)
110 vseprintf(buf
, lastof(buf
), s
, va
);
113 ShowOSErrorBox(buf
, false);
114 if (VideoDriver::GetInstance() != nullptr) VideoDriver::GetInstance()->Stop();
116 #ifdef __EMSCRIPTEN__
117 emscripten_exit_pointerlock();
118 /* In effect, the game ends here. As emscripten_set_main_loop() caused
119 * the stack to be unwound, the code after MainLoop() in
120 * openttd_main() is never executed. */
121 EM_ASM(if (window
["openttd_syncfs"]) openttd_syncfs());
122 EM_ASM(if (window
["openttd_abort"]) openttd_abort());
129 * Error handling for fatal non-user errors.
130 * @param s the string to print.
131 * @note Does NEVER return.
133 void CDECL
error(const char *s
, ...)
139 vseprintf(buf
, lastof(buf
), s
, va
);
142 if (VideoDriver::GetInstance() == nullptr || VideoDriver::GetInstance()->HasGUI()) {
143 ShowOSErrorBox(buf
, true);
146 /* Set the error message for the crash log and then invoke it. */
147 CrashLog::SetErrorMessage(buf
);
152 * Shows some information on the console/a popup box depending on the OS.
153 * @param str the text to show.
155 void CDECL
ShowInfoF(const char *str
, ...)
160 vseprintf(buf
, lastof(buf
), str
, va
);
166 * Show the help message when someone passed a wrong parameter.
168 static void ShowHelp()
173 p
+= seprintf(p
, lastof(buf
), "OpenTTD %s\n", _openttd_revision
);
177 "Command line options:\n"
178 " -v drv = Set video driver (see below)\n"
179 " -s drv = Set sound driver (see below) (param bufsize,hz)\n"
180 " -m drv = Set music driver (see below)\n"
181 " -b drv = Set the blitter to use (see below)\n"
182 " -r res = Set resolution (for instance 800x600)\n"
183 " -h = Display this help text\n"
184 " -t year = Set starting year\n"
185 " -d [[fac=]lvl[,...]]= Debug mode\n"
186 " -e = Start Editor\n"
187 " -g [savegame] = Start new/save game immediately\n"
188 " -G seed = Set random seed\n"
189 " -n [ip:port#company]= Join network game\n"
190 " -p password = Password to join server\n"
191 " -P password = Password to join company\n"
192 " -D [ip][:port] = Start dedicated server\n"
193 " -l ip[:port] = Redirect Debug()\n"
195 " -f = Fork into the background (dedicated only)\n"
197 " -I graphics_set = Force the graphics set (see below)\n"
198 " -S sounds_set = Force the sounds set (see below)\n"
199 " -M music_set = Force the music set (see below)\n"
200 " -c config_file = Use 'config_file' instead of 'openttd.cfg'\n"
201 " -x = Never save configuration changes to disk\n"
202 " -X = Don't use global folders to search for files\n"
203 " -q savegame = Write some information about the savegame and exit\n"
208 /* List the graphics packs */
209 p
= BaseGraphics::GetSetsList(p
, lastof(buf
));
211 /* List the sounds packs */
212 p
= BaseSounds::GetSetsList(p
, lastof(buf
));
214 /* List the music packs */
215 p
= BaseMusic::GetSetsList(p
, lastof(buf
));
217 /* List the drivers */
218 p
= DriverFactoryBase::GetDriversInfo(p
, lastof(buf
));
220 /* List the blitters */
221 p
= BlitterFactory::GetBlittersInfo(p
, lastof(buf
));
223 /* List the debug facilities. */
224 p
= DumpDebugFacilityNames(p
, lastof(buf
));
226 /* We need to initialize the AI, so it finds the AIs */
228 p
= AI::GetConsoleList(p
, lastof(buf
), true);
229 AI::Uninitialize(true);
231 /* We need to initialize the GameScript, so it finds the GSs */
233 p
= Game::GetConsoleList(p
, lastof(buf
), true);
234 Game::Uninitialize(true);
236 /* ShowInfo put output to stderr, but version information should go
237 * to stdout; this is the only exception */
245 static void WriteSavegameInfo(const char *name
)
247 extern SaveLoadVersion _sl_version
;
248 uint32 last_ottd_rev
= 0;
249 byte ever_modified
= 0;
250 bool removed_newgrfs
= false;
252 GamelogInfo(_load_check_data
.gamelog_action
, _load_check_data
.gamelog_actions
, &last_ottd_rev
, &ever_modified
, &removed_newgrfs
);
256 p
+= seprintf(p
, lastof(buf
), "Name: %s\n", name
);
257 p
+= seprintf(p
, lastof(buf
), "Savegame ver: %d\n", _sl_version
);
258 p
+= seprintf(p
, lastof(buf
), "NewGRF ver: 0x%08X\n", last_ottd_rev
);
259 p
+= seprintf(p
, lastof(buf
), "Modified: %d\n", ever_modified
);
261 if (removed_newgrfs
) {
262 p
+= seprintf(p
, lastof(buf
), "NewGRFs have been removed\n");
265 p
= strecpy(p
, "NewGRFs:\n", lastof(buf
));
266 if (_load_check_data
.HasNewGrfs()) {
267 for (GRFConfig
*c
= _load_check_data
.grfconfig
; c
!= nullptr; c
= c
->next
) {
269 md5sumToString(md5sum
, lastof(md5sum
), HasBit(c
->flags
, GCF_COMPATIBLE
) ? c
->original_md5sum
: c
->ident
.md5sum
);
270 p
+= seprintf(p
, lastof(buf
), "%08X %s %s\n", c
->ident
.grfid
, md5sum
, c
->filename
);
274 /* ShowInfo put output to stderr, but version information should go
275 * to stdout; this is the only exception */
285 * Extract the resolution from the given string and store
286 * it in the 'res' parameter.
287 * @param res variable to store the resolution in.
288 * @param s the string to decompose.
290 static void ParseResolution(Dimension
*res
, const char *s
)
292 const char *t
= strchr(s
, 'x');
294 ShowInfoF("Invalid resolution '%s'", s
);
298 res
->width
= std::max(strtoul(s
, nullptr, 0), 64UL);
299 res
->height
= std::max(strtoul(t
+ 1, nullptr, 0), 64UL);
304 * Uninitializes drivers, frees allocated memory, cleans pools, ...
305 * Generally, prepares the game for shutting down
307 static void ShutdownGame()
311 if (_network_available
) NetworkShutDown(); // Shut down the network and close any open connections
313 DriverFactoryBase::ShutdownDrivers();
315 UnInitWindowSystem();
317 /* stop the scripts */
318 AI::Uninitialize(false);
319 Game::Uninitialize(false);
321 /* Uninitialize variables that are allocated dynamically */
324 LinkGraphSchedule::Clear();
325 PoolBase::Clean(PT_ALL
);
327 /* No NewGRFs were loaded when it was still bootstrapping. */
328 if (_game_mode
!= GM_BOOTSTRAP
) ResetNewGRFData();
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 SetLocalCompany(COMPANY_SPECTATOR
);
352 SetLocalCompany(COMPANY_FIRST
);
356 _pause_mode
= PM_UNPAUSED
;
357 _cursor
.fix_at
= false;
359 CheckForMissingGlyphs();
361 MusicLoop(); // ensure music is correct
364 void MakeNewgameSettingsLive()
366 for (CompanyID c
= COMPANY_FIRST
; c
< MAX_COMPANIES
; c
++) {
367 if (_settings_game
.ai_config
[c
] != nullptr) {
368 delete _settings_game
.ai_config
[c
];
371 if (_settings_game
.game_config
!= nullptr) {
372 delete _settings_game
.game_config
;
375 /* Copy newgame settings to active settings.
376 * Also initialise old settings needed for savegame conversion. */
377 _settings_game
= _settings_newgame
;
378 _old_vds
= _settings_client
.company
.vehicle
;
380 for (CompanyID c
= COMPANY_FIRST
; c
< MAX_COMPANIES
; c
++) {
381 _settings_game
.ai_config
[c
] = nullptr;
382 if (_settings_newgame
.ai_config
[c
] != nullptr) {
383 _settings_game
.ai_config
[c
] = new AIConfig(_settings_newgame
.ai_config
[c
]);
384 if (!AIConfig::GetConfig(c
, AIConfig::SSS_FORCE_GAME
)->HasScript()) {
385 AIConfig::GetConfig(c
, AIConfig::SSS_FORCE_GAME
)->Change(nullptr);
389 _settings_game
.game_config
= nullptr;
390 if (_settings_newgame
.game_config
!= nullptr) {
391 _settings_game
.game_config
= new GameConfig(_settings_newgame
.game_config
);
395 void OpenBrowser(const char *url
)
397 /* Make sure we only accept urls that are sure to open a browser. */
398 if (strstr(url
, "http://") != url
&& strstr(url
, "https://") != url
) return;
400 extern void OSOpenBrowser(const char *url
);
404 /** Callback structure of statements to be executed after the NewGRF scan. */
405 struct AfterNewGRFScan
: NewGRFScanCallback
{
406 Year startyear
= INVALID_YEAR
; ///< The start year.
407 uint32 generation_seed
= GENERATE_NEW_SEED
; ///< Seed for the new game.
408 std::string dedicated_host
; ///< Hostname for the dedicated server.
409 uint16 dedicated_port
= 0; ///< Port for the dedicated server.
410 std::string connection_string
; ///< Information about the server to connect to
411 std::string join_server_password
; ///< The password to join the server with.
412 std::string join_company_password
; ///< The password to join the company with.
413 bool save_config
= true; ///< The save config setting.
416 * Create a new callback.
420 /* Visual C++ 2015 fails compiling this line (AfterNewGRFScan::generation_seed undefined symbol)
421 * if it's placed outside a member function, directly in the struct body. */
422 static_assert(sizeof(generation_seed
) == sizeof(_settings_game
.game_creation
.generation_seed
));
425 virtual void OnNewGRFsScanned()
427 ResetGRFConfig(false);
429 TarScanner::DoScan(TarScanner::SCENARIO
);
434 /* We want the new (correct) NewGRF count to survive the loading. */
435 uint last_newgrf_count
= _settings_client
.gui
.last_newgrf_count
;
437 _settings_client
.gui
.last_newgrf_count
= last_newgrf_count
;
438 /* Since the default for the palette might have changed due to
439 * reading the configuration file, recalculate that now. */
440 UpdateNewGRFConfigPalette();
442 Game::Uninitialize(true);
443 AI::Uninitialize(true);
445 LoadHotkeysFromConfig();
446 WindowDesc::LoadFromConfig();
448 /* We have loaded the config, so we may possibly save it. */
449 _save_config
= save_config
;
451 /* restore saved music volume */
452 MusicDriver::GetInstance()->SetVolume(_settings_client
.music
.music_vol
);
454 if (startyear
!= INVALID_YEAR
) IConsoleSetSetting("game_creation.starting_year", startyear
);
455 if (generation_seed
!= GENERATE_NEW_SEED
) _settings_newgame
.game_creation
.generation_seed
= generation_seed
;
457 if (!dedicated_host
.empty()) {
458 _network_bind_list
.clear();
459 _network_bind_list
.emplace_back(dedicated_host
);
461 if (dedicated_port
!= 0) _settings_client
.network
.server_port
= dedicated_port
;
463 /* initialize the ingame console */
466 IConsoleCmdExec("exec scripts/autoexec.scr 0");
468 /* Make sure _settings is filled with _settings_newgame if we switch to a game directly */
469 if (_switch_mode
!= SM_NONE
) MakeNewgameSettingsLive();
471 if (_network_available
&& !connection_string
.empty()) {
473 _switch_mode
= SM_NONE
;
475 NetworkClientConnectGame(connection_string
, COMPANY_NEW_COMPANY
, join_server_password
, join_company_password
);
478 /* After the scan we're not used anymore. */
484 extern void DedicatedFork();
487 /** Options of OpenTTD. */
488 static const OptionData _options
[] = {
489 GETOPT_SHORT_VALUE('I'),
490 GETOPT_SHORT_VALUE('S'),
491 GETOPT_SHORT_VALUE('M'),
492 GETOPT_SHORT_VALUE('m'),
493 GETOPT_SHORT_VALUE('s'),
494 GETOPT_SHORT_VALUE('v'),
495 GETOPT_SHORT_VALUE('b'),
496 GETOPT_SHORT_OPTVAL('D'),
497 GETOPT_SHORT_OPTVAL('n'),
498 GETOPT_SHORT_VALUE('l'),
499 GETOPT_SHORT_VALUE('p'),
500 GETOPT_SHORT_VALUE('P'),
502 GETOPT_SHORT_NOVAL('f'),
504 GETOPT_SHORT_VALUE('r'),
505 GETOPT_SHORT_VALUE('t'),
506 GETOPT_SHORT_OPTVAL('d'),
507 GETOPT_SHORT_NOVAL('e'),
508 GETOPT_SHORT_OPTVAL('g'),
509 GETOPT_SHORT_VALUE('G'),
510 GETOPT_SHORT_VALUE('c'),
511 GETOPT_SHORT_NOVAL('x'),
512 GETOPT_SHORT_NOVAL('X'),
513 GETOPT_SHORT_VALUE('q'),
514 GETOPT_SHORT_NOVAL('h'),
519 * Main entry point for this lovely game.
520 * @param argc The number of arguments passed to this game.
521 * @param argv The values of the arguments.
522 * @return 0 when there is no error.
524 int openttd_main(int argc
, char *argv
[])
526 std::string musicdriver
;
527 std::string sounddriver
;
528 std::string videodriver
;
530 std::string graphics_set
;
531 std::string sounds_set
;
532 std::string music_set
;
533 Dimension resolution
= {0, 0};
534 std::unique_ptr
<AfterNewGRFScan
> scanner(new AfterNewGRFScan());
535 bool dedicated
= false;
536 char *debuglog_conn
= nullptr;
537 bool only_local_path
= false;
539 extern bool _dedicated_forks
;
540 _dedicated_forks
= false;
542 _game_mode
= GM_MENU
;
543 _switch_mode
= SM_MENU
;
545 GetOptData
mgo(argc
- 1, argv
+ 1, _options
);
549 while ((i
= mgo
.GetOpt()) != -1) {
551 case 'I': graphics_set
= mgo
.opt
; break;
552 case 'S': sounds_set
= mgo
.opt
; break;
553 case 'M': music_set
= mgo
.opt
; break;
554 case 'm': musicdriver
= mgo
.opt
; break;
555 case 's': sounddriver
= mgo
.opt
; break;
556 case 'v': videodriver
= mgo
.opt
; break;
557 case 'b': blitter
= mgo
.opt
; break;
559 musicdriver
= "null";
560 sounddriver
= "null";
561 videodriver
= "dedicated";
564 SetDebugString("net=4");
565 if (mgo
.opt
!= nullptr) {
566 scanner
->dedicated_host
= ParseFullConnectionString(mgo
.opt
, scanner
->dedicated_port
);
569 case 'f': _dedicated_forks
= true; break;
571 scanner
->connection_string
= mgo
.opt
; // optional IP:port#company parameter
574 debuglog_conn
= mgo
.opt
;
577 scanner
->join_server_password
= mgo
.opt
;
580 scanner
->join_company_password
= mgo
.opt
;
582 case 'r': ParseResolution(&resolution
, mgo
.opt
); break;
583 case 't': scanner
->startyear
= atoi(mgo
.opt
); break;
588 if (mgo
.opt
!= nullptr) SetDebugString(mgo
.opt
);
591 case 'e': _switch_mode
= (_switch_mode
== SM_LOAD_GAME
|| _switch_mode
== SM_LOAD_SCENARIO
? SM_LOAD_SCENARIO
: SM_EDITOR
); break;
593 if (mgo
.opt
!= nullptr) {
594 _file_to_saveload
.SetName(mgo
.opt
);
595 bool is_scenario
= _switch_mode
== SM_EDITOR
|| _switch_mode
== SM_LOAD_SCENARIO
;
596 _switch_mode
= is_scenario
? SM_LOAD_SCENARIO
: SM_LOAD_GAME
;
597 _file_to_saveload
.SetMode(SLO_LOAD
, is_scenario
? FT_SCENARIO
: FT_SAVEGAME
, DFT_GAME_FILE
);
599 /* if the file doesn't exist or it is not a valid savegame, let the saveload code show an error */
600 auto t
= _file_to_saveload
.name
.find_last_of('.');
601 if (t
!= std::string::npos
) {
602 FiosType ft
= FiosGetSavegameListCallback(SLO_LOAD
, _file_to_saveload
.name
, _file_to_saveload
.name
.substr(t
).c_str(), nullptr, nullptr);
603 if (ft
!= FIOS_TYPE_INVALID
) _file_to_saveload
.SetMode(ft
);
609 _switch_mode
= SM_NEWGAME
;
610 /* Give a random map if no seed has been given */
611 if (scanner
->generation_seed
== GENERATE_NEW_SEED
) {
612 scanner
->generation_seed
= InteractiveRandom();
616 DeterminePaths(argv
[0], only_local_path
);
617 if (StrEmpty(mgo
.opt
)) {
624 FiosGetSavegameListCallback(SLO_LOAD
, mgo
.opt
, strrchr(mgo
.opt
, '.'), title
, lastof(title
));
626 _load_check_data
.Clear();
627 SaveOrLoadResult res
= SaveOrLoad(mgo
.opt
, SLO_CHECK
, DFT_GAME_FILE
, SAVE_DIR
, false);
628 if (res
!= SL_OK
|| _load_check_data
.HasErrors()) {
629 fprintf(stderr
, "Failed to open savegame\n");
630 if (_load_check_data
.HasErrors()) {
631 InitializeLanguagePacks(); // A language pack is needed for GetString()
633 SetDParamStr(0, _load_check_data
.error_data
);
634 GetString(buf
, _load_check_data
.error
, lastof(buf
));
635 fprintf(stderr
, "%s\n", buf
);
640 WriteSavegameInfo(title
);
643 case 'G': scanner
->generation_seed
= strtoul(mgo
.opt
, nullptr, 10); break;
644 case 'c': _config_file
= mgo
.opt
; break;
645 case 'x': scanner
->save_config
= false; break;
646 case 'X': only_local_path
= true; break;
648 i
= -2; // Force printing of help.
654 if (i
== -2 || mgo
.numleft
> 0) {
655 /* Either the user typed '-h', they made an error, or they added unrecognized command line arguments.
656 * In all cases, print the help, and exit.
658 * The next two functions are needed to list the graphics sets. We can't do them earlier
659 * because then we cannot show it on the debug console as that hasn't been configured yet. */
660 DeterminePaths(argv
[0], only_local_path
);
661 TarScanner::DoScan(TarScanner::BASESET
);
662 BaseGraphics::FindSets();
663 BaseSounds::FindSets();
664 BaseMusic::FindSets();
669 DeterminePaths(argv
[0], only_local_path
);
670 TarScanner::DoScan(TarScanner::BASESET
);
672 if (dedicated
) Debug(net
, 3, "Starting dedicated server, version {}", _openttd_revision
);
673 if (_dedicated_forks
&& !dedicated
) _dedicated_forks
= false;
676 /* We must fork here, or we'll end up without some resources we need (like sockets) */
677 if (_dedicated_forks
) DedicatedFork();
680 LoadFromConfig(true);
682 if (resolution
.width
!= 0) _cur_resolution
= resolution
;
684 /* Limit width times height times bytes per pixel to fit a 32 bit
685 * integer, This way all internal drawing routines work correctly.
686 * A resolution that has one component as 0 is treated as a marker to
687 * auto-detect a good window size. */
688 _cur_resolution
.width
= std::min(_cur_resolution
.width
, UINT16_MAX
/ 2u);
689 _cur_resolution
.height
= std::min(_cur_resolution
.height
, UINT16_MAX
/ 2u);
691 /* Assume the cursor starts within the game as not all video drivers
692 * get an event that the cursor is within the window when it is opened.
693 * Saying the cursor is there makes no visible difference as it would
694 * just be out of the bounds of the window. */
695 _cursor
.in_window
= true;
697 /* enumerate language files */
698 InitializeLanguagePacks();
700 /* Initialize the regular font for FreeType */
703 /* This must be done early, since functions use the SetWindowDirty* calls */
706 BaseGraphics::FindSets();
707 if (graphics_set
.empty() && !BaseGraphics::ini_set
.empty()) graphics_set
= BaseGraphics::ini_set
;
708 if (!BaseGraphics::SetSet(graphics_set
)) {
709 if (!graphics_set
.empty()) {
710 BaseGraphics::SetSet({});
712 ErrorMessageData
msg(STR_CONFIG_ERROR
, STR_CONFIG_ERROR_INVALID_BASE_GRAPHICS_NOT_FOUND
);
713 msg
.SetDParamStr(0, graphics_set
);
714 ScheduleErrorMessage(msg
);
718 /* Initialize game palette */
721 Debug(misc
, 1, "Loading blitter...");
722 if (blitter
.empty() && !_ini_blitter
.empty()) blitter
= _ini_blitter
;
723 _blitter_autodetected
= blitter
.empty();
724 /* Activate the initial blitter.
725 * This is only some initial guess, after NewGRFs have been loaded SwitchNewGRFBlitter may switch to a different one.
726 * - Never guess anything, if the user specified a blitter. (_blitter_autodetected)
727 * - Use 32bpp blitter if baseset or 8bpp-support settings says so.
728 * - Use 8bpp blitter otherwise.
730 if (!_blitter_autodetected
||
731 (_support8bpp
!= S8BPP_NONE
&& (BaseGraphics::GetUsedSet() == nullptr || BaseGraphics::GetUsedSet()->blitter
== BLT_8BPP
)) ||
732 BlitterFactory::SelectBlitter("32bpp-anim") == nullptr) {
733 if (BlitterFactory::SelectBlitter(blitter
) == nullptr) {
735 usererror("Failed to autoprobe blitter") :
736 usererror("Failed to select requested blitter '%s'; does it exist?", blitter
.c_str());
740 if (videodriver
.empty() && !_ini_videodriver
.empty()) videodriver
= _ini_videodriver
;
741 DriverFactoryBase::SelectDriver(videodriver
, Driver::DT_VIDEO
);
743 InitializeSpriteSorter();
745 /* Initialize the zoom level of the screen to normal */
746 _screen
.zoom
= ZOOM_LVL_NORMAL
;
749 NetworkStartUp(); // initialize network-core
751 if (debuglog_conn
!= nullptr && _network_available
) {
752 NetworkStartDebugLog(debuglog_conn
);
755 if (!HandleBootstrap()) {
760 VideoDriver::GetInstance()->ClaimMousePointer();
762 /* initialize screenshot formats */
763 InitializeScreenshotFormats();
765 BaseSounds::FindSets();
766 if (sounds_set
.empty() && !BaseSounds::ini_set
.empty()) sounds_set
= BaseSounds::ini_set
;
767 if (!BaseSounds::SetSet(sounds_set
)) {
768 if (sounds_set
.empty() || !BaseSounds::SetSet({})) {
769 usererror("Failed to find a sounds set. Please acquire a sounds set for OpenTTD. See section 1.4 of README.md.");
771 ErrorMessageData
msg(STR_CONFIG_ERROR
, STR_CONFIG_ERROR_INVALID_BASE_SOUNDS_NOT_FOUND
);
772 msg
.SetDParamStr(0, sounds_set
);
773 ScheduleErrorMessage(msg
);
777 BaseMusic::FindSets();
778 if (music_set
.empty() && !BaseMusic::ini_set
.empty()) music_set
= BaseMusic::ini_set
;
779 if (!BaseMusic::SetSet(music_set
)) {
780 if (music_set
.empty() || !BaseMusic::SetSet({})) {
781 usererror("Failed to find a music set. Please acquire a music set for OpenTTD. See section 1.4 of README.md.");
783 ErrorMessageData
msg(STR_CONFIG_ERROR
, STR_CONFIG_ERROR_INVALID_BASE_MUSIC_NOT_FOUND
);
784 msg
.SetDParamStr(0, music_set
);
785 ScheduleErrorMessage(msg
);
789 if (sounddriver
.empty() && !_ini_sounddriver
.empty()) sounddriver
= _ini_sounddriver
;
790 DriverFactoryBase::SelectDriver(sounddriver
, Driver::DT_SOUND
);
792 if (musicdriver
.empty() && !_ini_musicdriver
.empty()) musicdriver
= _ini_musicdriver
;
793 DriverFactoryBase::SelectDriver(musicdriver
, Driver::DT_MUSIC
);
795 GenerateWorld(GWM_EMPTY
, 64, 64); // Make the viewport initialization happy
796 LoadIntroGame(false);
798 CheckForMissingGlyphs();
800 /* ScanNewGRFFiles now has control over the scanner. */
801 RequestNewGRFScan(scanner
.release());
803 VideoDriver::GetInstance()->MainLoop();
807 /* only save config if we have to */
810 SaveHotkeysToConfig();
811 WindowDesc::SaveToConfig();
815 /* Reset windowing system, stop drivers, free used memory, ... */
820 void HandleExitGameRequest()
822 if (_game_mode
== GM_MENU
|| _game_mode
== GM_BOOTSTRAP
) { // do not ask to quit on the main screen
824 } else if (_settings_client
.gui
.autosave_on_exit
) {
833 * Triggers everything that should be triggered when starting a game.
834 * @param dedicated_server Whether this is a dedicated server or not.
836 static void OnStartGame(bool dedicated_server
)
838 /* Update the local company for a loaded game. It is either the first available company
839 * or in the case of a dedicated server, a spectator */
840 SetLocalCompany(dedicated_server
? COMPANY_SPECTATOR
: GetFirstPlayableCompanyID());
842 /* Update the static game info to set the values from the new game. */
843 NetworkServerUpdateGameInfo();
844 /* Execute the game-start script */
845 IConsoleCmdExec("exec scripts/game_start.scr 0");
848 static void MakeNewGameDone()
850 SettingsDisableElrail(_settings_game
.vehicle
.disable_elrails
);
852 /* In a dedicated server, the server does not play */
853 if (!VideoDriver::GetInstance()->HasGUI()) {
855 if (_settings_client
.gui
.pause_on_newgame
) Command
<CMD_PAUSE
>::Post(PM_PAUSED_NORMAL
, true);
859 /* Create a single company */
860 DoStartupNewCompany(false);
862 Company
*c
= Company::Get(COMPANY_FIRST
);
863 c
->settings
= _settings_client
.company
;
865 /* Overwrite color from settings if needed
866 * COLOUR_END corresponds to Random colour */
867 if (_settings_client
.gui
.starting_colour
!= COLOUR_END
) {
868 c
->colour
= _settings_client
.gui
.starting_colour
;
869 ResetCompanyLivery(c
);
870 _company_colours
[c
->index
] = (Colours
)c
->colour
;
878 /* We are the server, we start a new company (not dedicated),
879 * so set the default password *if* needed. */
880 if (_network_server
&& !_settings_client
.network
.default_company_pass
.empty()) {
881 NetworkChangeCompanyPassword(_local_company
, _settings_client
.network
.default_company_pass
);
884 if (_settings_client
.gui
.pause_on_newgame
) Command
<CMD_PAUSE
>::Post(PM_PAUSED_NORMAL
, true);
888 MarkWholeScreenDirty();
890 if (_network_server
&& !_network_dedicated
) ShowClientList();
893 static void MakeNewGame(bool from_heightmap
, bool reset_settings
)
895 _game_mode
= GM_NORMAL
;
896 if (!from_heightmap
) {
897 /* "reload" command needs to know what mode we were in. */
898 _file_to_saveload
.SetMode(SLO_INVALID
, FT_INVALID
, DFT_INVALID
);
901 ResetGRFConfig(true);
903 GenerateWorldSetCallback(&MakeNewGameDone
);
904 GenerateWorld(from_heightmap
? GWM_HEIGHTMAP
: GWM_NEWGAME
, 1 << _settings_game
.game_creation
.map_x
, 1 << _settings_game
.game_creation
.map_y
, reset_settings
);
907 static void MakeNewEditorWorldDone()
909 SetLocalCompany(OWNER_NONE
);
912 static void MakeNewEditorWorld()
914 _game_mode
= GM_EDITOR
;
915 /* "reload" command needs to know what mode we were in. */
916 _file_to_saveload
.SetMode(SLO_INVALID
, FT_INVALID
, DFT_INVALID
);
918 ResetGRFConfig(true);
920 GenerateWorldSetCallback(&MakeNewEditorWorldDone
);
921 GenerateWorld(GWM_EMPTY
, 1 << _settings_game
.game_creation
.map_x
, 1 << _settings_game
.game_creation
.map_y
);
925 * Load the specified savegame but on error do different things.
926 * If loading fails due to corrupt savegame, bad version, etc. go back to
927 * a previous correct state. In the menu for example load the intro game again.
928 * @param filename file to be loaded
929 * @param fop mode of loading, always SLO_LOAD
930 * @param newgm switch to this mode of loading fails due to some unknown error
931 * @param subdir default directory to look for filename, set to 0 if not needed
932 * @param lf Load filter to use, if nullptr: use filename + subdir.
934 bool SafeLoad(const std::string
&filename
, SaveLoadOperation fop
, DetailedFileType dft
, GameMode newgm
, Subdirectory subdir
, struct LoadFilter
*lf
= nullptr)
936 assert(fop
== SLO_LOAD
);
937 assert(dft
== DFT_GAME_FILE
|| (lf
== nullptr && dft
== DFT_OLD_GAME_FILE
));
938 GameMode ogm
= _game_mode
;
942 switch (lf
== nullptr ? SaveOrLoad(filename
, fop
, dft
, subdir
) : LoadWithFilter(lf
)) {
943 case SL_OK
: return true;
946 if (_network_dedicated
) {
948 * We need to reinit a network map...
949 * We can't simply load the intro game here as that game has many
950 * special cases which make clients desync immediately. So we fall
951 * back to just generating a new game with the current settings.
953 Debug(net
, 0, "Loading game failed, so a new (random) game will be started");
954 MakeNewGame(false, true);
957 if (_network_server
) {
958 /* We can't load the intro game as server, so disconnect first. */
964 case GM_MENU
: LoadIntroGame(); break;
965 case GM_EDITOR
: MakeNewEditorWorld(); break;
975 void SwitchToMode(SwitchMode new_mode
)
977 /* If we are saving something, the network stays in its current state */
978 if (new_mode
!= SM_SAVE_GAME
) {
979 /* If the network is active, make it not-active */
981 if (_network_server
&& (new_mode
== SM_LOAD_GAME
|| new_mode
== SM_NEWGAME
|| new_mode
== SM_RESTARTGAME
)) {
988 /* If we are a server, we restart the server */
989 if (_is_network_server
) {
990 /* But not if we are going to the menu */
991 if (new_mode
!= SM_MENU
) {
992 /* check if we should reload the config */
993 if (_settings_client
.network
.reload_cfg
) {
995 MakeNewgameSettingsLive();
996 ResetGRFConfig(false);
998 NetworkServerStart();
1000 /* This client no longer wants to be a network-server */
1001 _is_network_server
= false;
1006 /* Make sure all AI controllers are gone at quitting game */
1007 if (new_mode
!= SM_SAVE_GAME
) AI::KillAll();
1010 case SM_EDITOR
: // Switch to scenario editor
1011 MakeNewEditorWorld();
1014 case SM_RELOADGAME
: // Reload with what-ever started the game
1015 if (_file_to_saveload
.abstract_ftype
== FT_SAVEGAME
|| _file_to_saveload
.abstract_ftype
== FT_SCENARIO
) {
1016 /* Reload current savegame/scenario */
1017 _switch_mode
= _game_mode
== GM_EDITOR
? SM_LOAD_SCENARIO
: SM_LOAD_GAME
;
1018 SwitchToMode(_switch_mode
);
1020 } else if (_file_to_saveload
.abstract_ftype
== FT_HEIGHTMAP
) {
1021 /* Restart current heightmap */
1022 _switch_mode
= _game_mode
== GM_EDITOR
? SM_LOAD_HEIGHTMAP
: SM_RESTART_HEIGHTMAP
;
1023 SwitchToMode(_switch_mode
);
1027 MakeNewGame(false, new_mode
== SM_NEWGAME
);
1030 case SM_RESTARTGAME
: // Restart --> 'Random game' with current settings
1031 case SM_NEWGAME
: // New Game --> 'Random game'
1032 MakeNewGame(false, new_mode
== SM_NEWGAME
);
1035 case SM_LOAD_GAME
: { // Load game, Play Scenario
1036 ResetGRFConfig(true);
1037 ResetWindowSystem();
1039 if (!SafeLoad(_file_to_saveload
.name
, _file_to_saveload
.file_op
, _file_to_saveload
.detail_ftype
, GM_NORMAL
, NO_DIRECTORY
)) {
1040 SetDParamStr(0, GetSaveLoadErrorString());
1041 ShowErrorMessage(STR_JUST_RAW_STRING
, INVALID_STRING_ID
, WL_ERROR
);
1043 if (_file_to_saveload
.abstract_ftype
== FT_SCENARIO
) {
1044 /* Reset engine pool to simplify changing engine NewGRFs in scenario editor. */
1045 EngineOverrideManager::ResetToCurrentNewGRFConfig();
1047 OnStartGame(_network_dedicated
);
1048 /* Decrease pause counter (was increased from opening load dialog) */
1049 Command
<CMD_PAUSE
>::Post(PM_PAUSED_SAVELOAD
, false);
1054 case SM_RESTART_HEIGHTMAP
: // Load a heightmap and start a new game from it with current settings
1055 case SM_START_HEIGHTMAP
: // Load a heightmap and start a new game from it
1056 MakeNewGame(true, new_mode
== SM_START_HEIGHTMAP
);
1059 case SM_LOAD_HEIGHTMAP
: // Load heightmap from scenario editor
1060 SetLocalCompany(OWNER_NONE
);
1062 GenerateWorld(GWM_HEIGHTMAP
, 1 << _settings_game
.game_creation
.map_x
, 1 << _settings_game
.game_creation
.map_y
);
1063 MarkWholeScreenDirty();
1066 case SM_LOAD_SCENARIO
: { // Load scenario from scenario editor
1067 if (SafeLoad(_file_to_saveload
.name
, _file_to_saveload
.file_op
, _file_to_saveload
.detail_ftype
, GM_EDITOR
, NO_DIRECTORY
)) {
1068 SetLocalCompany(OWNER_NONE
);
1069 _settings_newgame
.game_creation
.starting_year
= _cur_year
;
1070 /* Cancel the saveload pausing */
1071 Command
<CMD_PAUSE
>::Post(PM_PAUSED_SAVELOAD
, false);
1073 SetDParamStr(0, GetSaveLoadErrorString());
1074 ShowErrorMessage(STR_JUST_RAW_STRING
, INVALID_STRING_ID
, WL_ERROR
);
1079 case SM_JOIN_GAME
: // Join a multiplayer game
1081 NetworkClientJoinGame();
1084 case SM_MENU
: // Switch to game intro menu
1086 if (BaseSounds::ini_set
.empty() && BaseSounds::GetUsedSet()->fallback
&& SoundDriver::GetInstance()->HasOutput()) {
1087 ShowErrorMessage(STR_WARNING_FALLBACK_SOUNDSET
, INVALID_STRING_ID
, WL_CRITICAL
);
1088 BaseSounds::ini_set
= BaseSounds::GetUsedSet()->name
;
1092 case SM_SAVE_GAME
: // Save game.
1093 /* Make network saved games on pause compatible to singleplayer mode */
1094 if (SaveOrLoad(_file_to_saveload
.name
, SLO_SAVE
, DFT_GAME_FILE
, NO_DIRECTORY
) != SL_OK
) {
1095 SetDParamStr(0, GetSaveLoadErrorString());
1096 ShowErrorMessage(STR_JUST_RAW_STRING
, INVALID_STRING_ID
, WL_ERROR
);
1098 CloseWindowById(WC_SAVELOAD
, 0);
1102 case SM_SAVE_HEIGHTMAP
: // Save heightmap.
1103 MakeHeightmapScreenshot(_file_to_saveload
.name
.c_str());
1104 CloseWindowById(WC_SAVELOAD
, 0);
1107 case SM_GENRANDLAND
: // Generate random land within scenario editor
1108 SetLocalCompany(OWNER_NONE
);
1109 GenerateWorld(GWM_RANDOM
, 1 << _settings_game
.game_creation
.map_x
, 1 << _settings_game
.game_creation
.map_y
);
1111 MarkWholeScreenDirty();
1114 default: NOT_REACHED();
1120 * Check the validity of some of the caches.
1121 * Especially in the sense of desyncs between
1122 * the cached value and what the value would
1123 * be when calculated from the 'base' data.
1125 static void CheckCaches()
1127 /* Return here so it is easy to add checks that are run
1128 * always to aid testing of caches. */
1129 if (_debug_desync_level
<= 1) return;
1131 /* Check the town caches. */
1132 std::vector
<TownCache
> old_town_caches
;
1133 for (const Town
*t
: Town::Iterate()) {
1134 old_town_caches
.push_back(t
->cache
);
1137 extern void RebuildTownCaches();
1138 RebuildTownCaches();
1139 RebuildSubsidisedSourceAndDestinationCache();
1142 for (Town
*t
: Town::Iterate()) {
1143 if (MemCmpT(old_town_caches
.data() + i
, &t
->cache
) != 0) {
1144 Debug(desync
, 2, "town cache mismatch: town {}", t
->index
);
1149 /* Check company infrastructure cache. */
1150 std::vector
<CompanyInfrastructure
> old_infrastructure
;
1151 for (const Company
*c
: Company::Iterate()) old_infrastructure
.push_back(c
->infrastructure
);
1153 extern void AfterLoadCompanyStats();
1154 AfterLoadCompanyStats();
1157 for (const Company
*c
: Company::Iterate()) {
1158 if (MemCmpT(old_infrastructure
.data() + i
, &c
->infrastructure
) != 0) {
1159 Debug(desync
, 2, "infrastructure cache mismatch: company {}", c
->index
);
1164 /* Strict checking of the road stop cache entries */
1165 for (const RoadStop
*rs
: RoadStop::Iterate()) {
1166 if (IsStandardRoadStopTile(rs
->xy
)) continue;
1168 assert(rs
->GetEntry(DIAGDIR_NE
) != rs
->GetEntry(DIAGDIR_NW
));
1169 rs
->GetEntry(DIAGDIR_NE
)->CheckIntegrity(rs
);
1170 rs
->GetEntry(DIAGDIR_NW
)->CheckIntegrity(rs
);
1173 for (Vehicle
*v
: Vehicle::Iterate()) {
1174 extern void FillNewGRFVehicleCache(const Vehicle
*v
);
1175 if (v
!= v
->First() || v
->vehstatus
& VS_CRASHED
|| !v
->IsPrimaryVehicle()) continue;
1178 for (const Vehicle
*u
= v
; u
!= nullptr; u
= u
->Next()) length
++;
1180 NewGRFCache
*grf_cache
= CallocT
<NewGRFCache
>(length
);
1181 VehicleCache
*veh_cache
= CallocT
<VehicleCache
>(length
);
1182 GroundVehicleCache
*gro_cache
= CallocT
<GroundVehicleCache
>(length
);
1183 TrainCache
*tra_cache
= CallocT
<TrainCache
>(length
);
1186 for (const Vehicle
*u
= v
; u
!= nullptr; u
= u
->Next()) {
1187 FillNewGRFVehicleCache(u
);
1188 grf_cache
[length
] = u
->grf_cache
;
1189 veh_cache
[length
] = u
->vcache
;
1192 gro_cache
[length
] = Train::From(u
)->gcache
;
1193 tra_cache
[length
] = Train::From(u
)->tcache
;
1196 gro_cache
[length
] = RoadVehicle::From(u
)->gcache
;
1205 case VEH_TRAIN
: Train::From(v
)->ConsistChanged(CCF_TRACK
); break;
1206 case VEH_ROAD
: RoadVehUpdateCache(RoadVehicle::From(v
)); break;
1207 case VEH_AIRCRAFT
: UpdateAircraftCache(Aircraft::From(v
)); break;
1208 case VEH_SHIP
: Ship::From(v
)->UpdateCache(); break;
1213 for (const Vehicle
*u
= v
; u
!= nullptr; u
= u
->Next()) {
1214 FillNewGRFVehicleCache(u
);
1215 if (memcmp(&grf_cache
[length
], &u
->grf_cache
, sizeof(NewGRFCache
)) != 0) {
1216 Debug(desync
, 2, "newgrf cache mismatch: type {}, vehicle {}, company {}, unit number {}, wagon {}", v
->type
, v
->index
, v
->owner
, v
->unitnumber
, length
);
1218 if (memcmp(&veh_cache
[length
], &u
->vcache
, sizeof(VehicleCache
)) != 0) {
1219 Debug(desync
, 2, "vehicle cache mismatch: type {}, vehicle {}, company {}, unit number {}, wagon {}", v
->type
, v
->index
, v
->owner
, v
->unitnumber
, length
);
1223 if (memcmp(&gro_cache
[length
], &Train::From(u
)->gcache
, sizeof(GroundVehicleCache
)) != 0) {
1224 Debug(desync
, 2, "train ground vehicle cache mismatch: vehicle {}, company {}, unit number {}, wagon {}", v
->index
, v
->owner
, v
->unitnumber
, length
);
1226 if (memcmp(&tra_cache
[length
], &Train::From(u
)->tcache
, sizeof(TrainCache
)) != 0) {
1227 Debug(desync
, 2, "train cache mismatch: vehicle {}, company {}, unit number {}, wagon {}", v
->index
, v
->owner
, v
->unitnumber
, length
);
1231 if (memcmp(&gro_cache
[length
], &RoadVehicle::From(u
)->gcache
, sizeof(GroundVehicleCache
)) != 0) {
1232 Debug(desync
, 2, "road vehicle ground vehicle cache mismatch: vehicle {}, company {}, unit number {}, wagon {}", v
->index
, v
->owner
, v
->unitnumber
, length
);
1247 /* Check whether the caches are still valid */
1248 for (Vehicle
*v
: Vehicle::Iterate()) {
1249 byte buff
[sizeof(VehicleCargoList
)];
1250 memcpy(buff
, &v
->cargo
, sizeof(VehicleCargoList
));
1251 v
->cargo
.InvalidateCache();
1252 assert(memcmp(&v
->cargo
, buff
, sizeof(VehicleCargoList
)) == 0);
1255 /* Backup stations_near */
1256 std::vector
<StationList
> old_town_stations_near
;
1257 for (Town
*t
: Town::Iterate()) old_town_stations_near
.push_back(t
->stations_near
);
1259 std::vector
<StationList
> old_industry_stations_near
;
1260 for (Industry
*ind
: Industry::Iterate()) old_industry_stations_near
.push_back(ind
->stations_near
);
1262 for (Station
*st
: Station::Iterate()) {
1263 for (CargoID c
= 0; c
< NUM_CARGO
; c
++) {
1264 byte buff
[sizeof(StationCargoList
)];
1265 memcpy(buff
, &st
->goods
[c
].cargo
, sizeof(StationCargoList
));
1266 st
->goods
[c
].cargo
.InvalidateCache();
1267 assert(memcmp(&st
->goods
[c
].cargo
, buff
, sizeof(StationCargoList
)) == 0);
1270 /* Check docking tiles */
1272 std::map
<TileIndex
, bool> docking_tiles
;
1273 for (TileIndex tile
: st
->docking_station
) {
1275 docking_tiles
[tile
] = IsDockingTile(tile
);
1277 UpdateStationDockingTiles(st
);
1278 if (ta
.tile
!= st
->docking_station
.tile
|| ta
.w
!= st
->docking_station
.w
|| ta
.h
!= st
->docking_station
.h
) {
1279 Debug(desync
, 2, "station docking mismatch: station {}, company {}", st
->index
, st
->owner
);
1281 for (TileIndex tile
: ta
) {
1282 if (docking_tiles
[tile
] != IsDockingTile(tile
)) {
1283 Debug(desync
, 2, "docking tile mismatch: tile {}", tile
);
1287 /* Check industries_near */
1288 IndustryList industries_near
= st
->industries_near
;
1289 st
->RecomputeCatchment();
1290 if (st
->industries_near
!= industries_near
) {
1291 Debug(desync
, 2, "station industries near mismatch: station {}", st
->index
);
1295 /* Check stations_near */
1297 for (Town
*t
: Town::Iterate()) {
1298 if (t
->stations_near
!= old_town_stations_near
[i
]) {
1299 Debug(desync
, 2, "town stations near mismatch: town {}", t
->index
);
1304 for (Industry
*ind
: Industry::Iterate()) {
1305 if (ind
->stations_near
!= old_industry_stations_near
[i
]) {
1306 Debug(desync
, 2, "industry stations near mismatch: industry {}", ind
->index
);
1313 * State controlling game loop.
1314 * The state must not be changed from anywhere but here.
1315 * That check is enforced in DoCommand.
1317 void StateGameLoop()
1319 if (!_networking
|| _network_server
) {
1320 StateGameLoop_LinkGraphPauseControl();
1323 /* Don't execute the state loop during pause or when modal windows are open. */
1324 if (_pause_mode
!= PM_UNPAUSED
|| HasModalProgress()) {
1325 PerformanceMeasurer::Paused(PFE_GAMELOOP
);
1326 PerformanceMeasurer::Paused(PFE_GL_ECONOMY
);
1327 PerformanceMeasurer::Paused(PFE_GL_TRAINS
);
1328 PerformanceMeasurer::Paused(PFE_GL_ROADVEHS
);
1329 PerformanceMeasurer::Paused(PFE_GL_SHIPS
);
1330 PerformanceMeasurer::Paused(PFE_GL_AIRCRAFT
);
1331 PerformanceMeasurer::Paused(PFE_GL_LANDSCAPE
);
1333 if (!HasModalProgress()) UpdateLandscapingLimits();
1334 #ifndef DEBUG_DUMP_COMMANDS
1340 PerformanceMeasurer
framerate(PFE_GAMELOOP
);
1341 PerformanceAccumulator::Reset(PFE_GL_LANDSCAPE
);
1343 Layouter::ReduceLineCache();
1345 if (_game_mode
== GM_EDITOR
) {
1346 BasePersistentStorageArray::SwitchMode(PSM_ENTER_GAMELOOP
);
1349 CallLandscapeTick();
1350 BasePersistentStorageArray::SwitchMode(PSM_LEAVE_GAMELOOP
);
1351 UpdateLandscapingLimits();
1353 CallWindowGameTickEvent();
1356 if (_debug_desync_level
> 2 && _date_fract
== 0 && (_date
& 0x1F) == 0) {
1357 /* Save the desync savegame if needed. */
1358 char name
[MAX_PATH
];
1359 seprintf(name
, lastof(name
), "dmp_cmds_%08x_%08x.sav", _settings_game
.game_creation
.generation_seed
, _date
);
1360 SaveOrLoad(name
, SLO_SAVE
, DFT_GAME_FILE
, AUTOSAVE_DIR
, false);
1365 /* All these actions has to be done from OWNER_NONE
1366 * for multiplayer compatibility */
1367 Backup
<CompanyID
> cur_company(_current_company
, OWNER_NONE
, FILE_LINE
);
1369 BasePersistentStorageArray::SwitchMode(PSM_ENTER_GAMELOOP
);
1370 AnimateAnimatedTiles();
1374 CallLandscapeTick();
1375 BasePersistentStorageArray::SwitchMode(PSM_LEAVE_GAMELOOP
);
1377 #ifndef DEBUG_DUMP_COMMANDS
1379 PerformanceMeasurer
framerate(PFE_ALLSCRIPTS
);
1384 UpdateLandscapingLimits();
1386 CallWindowGameTickEvent();
1388 cur_company
.Restore();
1391 assert(IsLocalCompany());
1395 * Create an autosave. The default name is "autosave#.sav". However with
1396 * the setting 'keep_all_autosave' the name defaults to company-name + date
1398 static void DoAutosave()
1400 static FiosNumberedSaveName
_autosave_ctr("autosave");
1401 DoAutoOrNetsave(_autosave_ctr
);
1405 * Request a new NewGRF scan. This will be executed on the next game-tick.
1406 * This is mostly needed to ensure NewGRF scans (which are blocking) are
1407 * done in the game-thread, and not in the draw-thread (which most often
1408 * triggers this request).
1409 * @param callback Optional callback to call when NewGRF scan is completed.
1410 * @return True when the NewGRF scan was actually requested, false when the scan was already running.
1412 bool RequestNewGRFScan(NewGRFScanCallback
*callback
)
1414 if (_request_newgrf_scan
) return false;
1416 _request_newgrf_scan
= true;
1417 _request_newgrf_scan_callback
= callback
;
1423 if (_game_mode
== GM_BOOTSTRAP
) {
1424 /* Check for UDP stuff */
1425 if (_network_available
) NetworkBackgroundLoop();
1429 if (_request_newgrf_scan
) {
1430 ScanNewGRFFiles(_request_newgrf_scan_callback
);
1431 _request_newgrf_scan
= false;
1432 _request_newgrf_scan_callback
= nullptr;
1433 /* In case someone closed the game during our scan, don't do anything else. */
1434 if (_exit_game
) return;
1437 ProcessAsyncSaveFinish();
1439 /* autosave game? */
1442 _do_autosave
= false;
1443 SetWindowDirty(WC_STATUS_BAR
, 0);
1446 /* switch game mode? */
1447 if (_switch_mode
!= SM_NONE
&& !HasModalProgress()) {
1448 SwitchToMode(_switch_mode
);
1449 _switch_mode
= SM_NONE
;
1452 IncreaseSpriteLRU();
1454 /* Check for UDP stuff */
1455 if (_network_available
) NetworkBackgroundLoop();
1457 DebugSendRemoteMessages();
1459 if (_networking
&& !HasModalProgress()) {
1463 if (_network_reconnect
> 0 && --_network_reconnect
== 0) {
1464 /* This means that we want to reconnect to the last host
1465 * We do this here, because it means that the network is really closed */
1466 NetworkClientConnectGame(_settings_client
.network
.last_joined
, COMPANY_SPECTATOR
);
1472 if (!_pause_mode
&& HasBit(_display_opt
, DO_FULL_ANIMATION
)) DoPaletteAnimations();
1474 SoundDriver::GetInstance()->MainLoop();