Fix cc39fa9: New orders are non-stop by default (#8689)
[openttd-github.git] / src / openttd.cpp
blobb68f378cf65c77a57f9c1ba94406497a7c565a3f
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"
17 #include "fontcache.h"
18 #include "error.h"
19 #include "gui.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"
26 #include "fios.h"
27 #include "aircraft.h"
28 #include "roadveh.h"
29 #include "train.h"
30 #include "ship.h"
31 #include "console_func.h"
32 #include "screenshot.h"
33 #include "network/network.h"
34 #include "network/network_func.h"
35 #include "ai/ai.hpp"
36 #include "ai/ai_config.hpp"
37 #include "settings_func.h"
38 #include "genworld.h"
39 #include "progress.h"
40 #include "strings_func.h"
41 #include "date_func.h"
42 #include "vehicle_func.h"
43 #include "gamelog.h"
44 #include "animated_tile_func.h"
45 #include "roadstop_base.h"
46 #include "elrail_func.h"
47 #include "rev.h"
48 #include "highscore.h"
49 #include "station_base.h"
50 #include "crashlog.h"
51 #include "engine_func.h"
52 #include "core/random_func.hpp"
53 #include "rail_gui.h"
54 #include "road_gui.h"
55 #include "core/backup_type.hpp"
56 #include "hotkeys.h"
57 #include "newgrf.h"
58 #include "misc/getoptdata.h"
59 #include "game/game.hpp"
60 #include "game/game_config.hpp"
61 #include "town.h"
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"
67 #include "industry.h"
69 #include "linkgraph/linkgraphschedule.h"
71 #include <stdarg.h>
72 #include <system_error>
74 #include "safeguards.h"
76 #ifdef __EMSCRIPTEN__
77 # include <emscripten.h>
78 # include <emscripten/html5.h>
79 #endif
81 void CallLandscapeTick();
82 void IncreaseDate();
83 void DoPaletteAnimations();
84 void MusicLoop();
85 void ResetMusic();
86 void CallWindowGameTickEvent();
87 bool HandleBootstrap();
89 extern Company *DoStartupNewCompany(bool is_ai, CompanyID company = INVALID_COMPANY);
90 extern void ShowOSErrorBox(const char *buf, bool system);
91 extern std::string _config_file;
93 bool _save_config = false;
95 /**
96 * Error handling for fatal user errors.
97 * @param s the string to print.
98 * @note Does NEVER return.
100 void CDECL usererror(const char *s, ...)
102 va_list va;
103 char buf[512];
105 va_start(va, s);
106 vseprintf(buf, lastof(buf), s, va);
107 va_end(va);
109 ShowOSErrorBox(buf, false);
110 if (VideoDriver::GetInstance() != nullptr) VideoDriver::GetInstance()->Stop();
112 #ifdef __EMSCRIPTEN__
113 emscripten_exit_pointerlock();
114 /* In effect, the game ends here. As emscripten_set_main_loop() caused
115 * the stack to be unwound, the code after MainLoop() in
116 * openttd_main() is never executed. */
117 EM_ASM(if (window["openttd_syncfs"]) openttd_syncfs());
118 EM_ASM(if (window["openttd_abort"]) openttd_abort());
119 #endif
121 exit(1);
125 * Error handling for fatal non-user errors.
126 * @param s the string to print.
127 * @note Does NEVER return.
129 void CDECL error(const char *s, ...)
131 va_list va;
132 char buf[2048];
134 va_start(va, s);
135 vseprintf(buf, lastof(buf), s, va);
136 va_end(va);
138 if (VideoDriver::GetInstance() == nullptr || VideoDriver::GetInstance()->HasGUI()) {
139 ShowOSErrorBox(buf, true);
142 /* Set the error message for the crash log and then invoke it. */
143 CrashLog::SetErrorMessage(buf);
144 abort();
148 * Shows some information on the console/a popup box depending on the OS.
149 * @param str the text to show.
151 void CDECL ShowInfoF(const char *str, ...)
153 va_list va;
154 char buf[1024];
155 va_start(va, str);
156 vseprintf(buf, lastof(buf), str, va);
157 va_end(va);
158 ShowInfo(buf);
162 * Show the help message when someone passed a wrong parameter.
164 static void ShowHelp()
166 char buf[8192];
167 char *p = buf;
169 p += seprintf(p, lastof(buf), "OpenTTD %s\n", _openttd_revision);
170 p = strecpy(p,
171 "\n"
172 "\n"
173 "Command line options:\n"
174 " -v drv = Set video driver (see below)\n"
175 " -s drv = Set sound driver (see below) (param bufsize,hz)\n"
176 " -m drv = Set music driver (see below)\n"
177 " -b drv = Set the blitter to use (see below)\n"
178 " -r res = Set resolution (for instance 800x600)\n"
179 " -h = Display this help text\n"
180 " -t year = Set starting year\n"
181 " -d [[fac=]lvl[,...]]= Debug mode\n"
182 " -e = Start Editor\n"
183 " -g [savegame] = Start new/save game immediately\n"
184 " -G seed = Set random seed\n"
185 " -n [ip:port#company]= Join network game\n"
186 " -p password = Password to join server\n"
187 " -P password = Password to join company\n"
188 " -D [ip][:port] = Start dedicated server\n"
189 " -l ip[:port] = Redirect DEBUG()\n"
190 #if !defined(_WIN32)
191 " -f = Fork into the background (dedicated only)\n"
192 #endif
193 " -I graphics_set = Force the graphics set (see below)\n"
194 " -S sounds_set = Force the sounds set (see below)\n"
195 " -M music_set = Force the music set (see below)\n"
196 " -c config_file = Use 'config_file' instead of 'openttd.cfg'\n"
197 " -x = Never save configuration changes to disk\n"
198 " -q savegame = Write some information about the savegame and exit\n"
199 "\n",
200 lastof(buf)
203 /* List the graphics packs */
204 p = BaseGraphics::GetSetsList(p, lastof(buf));
206 /* List the sounds packs */
207 p = BaseSounds::GetSetsList(p, lastof(buf));
209 /* List the music packs */
210 p = BaseMusic::GetSetsList(p, lastof(buf));
212 /* List the drivers */
213 p = DriverFactoryBase::GetDriversInfo(p, lastof(buf));
215 /* List the blitters */
216 p = BlitterFactory::GetBlittersInfo(p, lastof(buf));
218 /* List the debug facilities. */
219 p = DumpDebugFacilityNames(p, lastof(buf));
221 /* We need to initialize the AI, so it finds the AIs */
222 AI::Initialize();
223 p = AI::GetConsoleList(p, lastof(buf), true);
224 AI::Uninitialize(true);
226 /* We need to initialize the GameScript, so it finds the GSs */
227 Game::Initialize();
228 p = Game::GetConsoleList(p, lastof(buf), true);
229 Game::Uninitialize(true);
231 /* ShowInfo put output to stderr, but version information should go
232 * to stdout; this is the only exception */
233 #if !defined(_WIN32)
234 printf("%s\n", buf);
235 #else
236 ShowInfo(buf);
237 #endif
240 static void WriteSavegameInfo(const char *name)
242 extern SaveLoadVersion _sl_version;
243 uint32 last_ottd_rev = 0;
244 byte ever_modified = 0;
245 bool removed_newgrfs = false;
247 GamelogInfo(_load_check_data.gamelog_action, _load_check_data.gamelog_actions, &last_ottd_rev, &ever_modified, &removed_newgrfs);
249 char buf[8192];
250 char *p = buf;
251 p += seprintf(p, lastof(buf), "Name: %s\n", name);
252 p += seprintf(p, lastof(buf), "Savegame ver: %d\n", _sl_version);
253 p += seprintf(p, lastof(buf), "NewGRF ver: 0x%08X\n", last_ottd_rev);
254 p += seprintf(p, lastof(buf), "Modified: %d\n", ever_modified);
256 if (removed_newgrfs) {
257 p += seprintf(p, lastof(buf), "NewGRFs have been removed\n");
260 p = strecpy(p, "NewGRFs:\n", lastof(buf));
261 if (_load_check_data.HasNewGrfs()) {
262 for (GRFConfig *c = _load_check_data.grfconfig; c != nullptr; c = c->next) {
263 char md5sum[33];
264 md5sumToString(md5sum, lastof(md5sum), HasBit(c->flags, GCF_COMPATIBLE) ? c->original_md5sum : c->ident.md5sum);
265 p += seprintf(p, lastof(buf), "%08X %s %s\n", c->ident.grfid, md5sum, c->filename);
269 /* ShowInfo put output to stderr, but version information should go
270 * to stdout; this is the only exception */
271 #if !defined(_WIN32)
272 printf("%s\n", buf);
273 #else
274 ShowInfo(buf);
275 #endif
280 * Extract the resolution from the given string and store
281 * it in the 'res' parameter.
282 * @param res variable to store the resolution in.
283 * @param s the string to decompose.
285 static void ParseResolution(Dimension *res, const char *s)
287 const char *t = strchr(s, 'x');
288 if (t == nullptr) {
289 ShowInfoF("Invalid resolution '%s'", s);
290 return;
293 res->width = std::max(strtoul(s, nullptr, 0), 64UL);
294 res->height = std::max(strtoul(t + 1, nullptr, 0), 64UL);
299 * Uninitializes drivers, frees allocated memory, cleans pools, ...
300 * Generally, prepares the game for shutting down
302 static void ShutdownGame()
304 IConsoleFree();
306 if (_network_available) NetworkShutDown(); // Shut down the network and close any open connections
308 DriverFactoryBase::ShutdownDrivers();
310 UnInitWindowSystem();
312 /* stop the scripts */
313 AI::Uninitialize(false);
314 Game::Uninitialize(false);
316 /* Uninitialize variables that are allocated dynamically */
317 GamelogReset();
319 LinkGraphSchedule::Clear();
320 PoolBase::Clean(PT_ALL);
322 /* No NewGRFs were loaded when it was still bootstrapping. */
323 if (_game_mode != GM_BOOTSTRAP) ResetNewGRFData();
325 /* Close all and any open filehandles */
326 FioCloseAll();
328 UninitFreeType();
332 * Load the introduction game.
333 * @param load_newgrfs Whether to load the NewGRFs or not.
335 static void LoadIntroGame(bool load_newgrfs = true)
337 _game_mode = GM_MENU;
339 if (load_newgrfs) ResetGRFConfig(false);
341 /* Setup main window */
342 ResetWindowSystem();
343 SetupColoursAndInitialWindow();
345 /* Load the default opening screen savegame */
346 if (SaveOrLoad("opntitle.dat", SLO_LOAD, DFT_GAME_FILE, BASESET_DIR) != SL_OK) {
347 GenerateWorld(GWM_EMPTY, 64, 64); // if failed loading, make empty world.
348 WaitTillGeneratedWorld();
349 SetLocalCompany(COMPANY_SPECTATOR);
350 } else {
351 SetLocalCompany(COMPANY_FIRST);
354 FixTitleGameZoom();
355 _pause_mode = PM_UNPAUSED;
356 _cursor.fix_at = false;
358 CheckForMissingGlyphs();
360 MusicLoop(); // ensure music is correct
363 void MakeNewgameSettingsLive()
365 for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
366 if (_settings_game.ai_config[c] != nullptr) {
367 delete _settings_game.ai_config[c];
370 if (_settings_game.game_config != nullptr) {
371 delete _settings_game.game_config;
374 /* Copy newgame settings to active settings.
375 * Also initialise old settings needed for savegame conversion. */
376 _settings_game = _settings_newgame;
377 _old_vds = _settings_client.company.vehicle;
379 for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
380 _settings_game.ai_config[c] = nullptr;
381 if (_settings_newgame.ai_config[c] != nullptr) {
382 _settings_game.ai_config[c] = new AIConfig(_settings_newgame.ai_config[c]);
383 if (!AIConfig::GetConfig(c, AIConfig::SSS_FORCE_GAME)->HasScript()) {
384 AIConfig::GetConfig(c, AIConfig::SSS_FORCE_GAME)->Change(nullptr);
388 _settings_game.game_config = nullptr;
389 if (_settings_newgame.game_config != nullptr) {
390 _settings_game.game_config = new GameConfig(_settings_newgame.game_config);
394 void OpenBrowser(const char *url)
396 /* Make sure we only accept urls that are sure to open a browser. */
397 if (strstr(url, "http://") != url && strstr(url, "https://") != url) return;
399 extern void OSOpenBrowser(const char *url);
400 OSOpenBrowser(url);
403 /** Callback structure of statements to be executed after the NewGRF scan. */
404 struct AfterNewGRFScan : NewGRFScanCallback {
405 Year startyear; ///< The start year.
406 uint32 generation_seed; ///< Seed for the new game.
407 char *dedicated_host; ///< Hostname for the dedicated server.
408 uint16 dedicated_port; ///< Port for the dedicated server.
409 char *network_conn; ///< Information about the server to connect to, or nullptr.
410 const char *join_server_password; ///< The password to join the server with.
411 const char *join_company_password; ///< The password to join the company with.
412 bool save_config; ///< The save config setting.
415 * Create a new callback.
417 AfterNewGRFScan() :
418 startyear(INVALID_YEAR), generation_seed(GENERATE_NEW_SEED),
419 dedicated_host(nullptr), dedicated_port(0), network_conn(nullptr),
420 join_server_password(nullptr), join_company_password(nullptr),
421 save_config(true)
423 /* Visual C++ 2015 fails compiling this line (AfterNewGRFScan::generation_seed undefined symbol)
424 * if it's placed outside a member function, directly in the struct body. */
425 static_assert(sizeof(generation_seed) == sizeof(_settings_game.game_creation.generation_seed));
428 virtual void OnNewGRFsScanned()
430 ResetGRFConfig(false);
432 TarScanner::DoScan(TarScanner::SCENARIO);
434 AI::Initialize();
435 Game::Initialize();
437 /* We want the new (correct) NewGRF count to survive the loading. */
438 uint last_newgrf_count = _settings_client.gui.last_newgrf_count;
439 LoadFromConfig();
440 _settings_client.gui.last_newgrf_count = last_newgrf_count;
441 /* Since the default for the palette might have changed due to
442 * reading the configuration file, recalculate that now. */
443 UpdateNewGRFConfigPalette();
445 Game::Uninitialize(true);
446 AI::Uninitialize(true);
447 LoadFromHighScore();
448 LoadHotkeysFromConfig();
449 WindowDesc::LoadFromConfig();
451 /* We have loaded the config, so we may possibly save it. */
452 _save_config = save_config;
454 /* restore saved music volume */
455 MusicDriver::GetInstance()->SetVolume(_settings_client.music.music_vol);
457 if (startyear != INVALID_YEAR) _settings_newgame.game_creation.starting_year = startyear;
458 if (generation_seed != GENERATE_NEW_SEED) _settings_newgame.game_creation.generation_seed = generation_seed;
460 if (dedicated_host != nullptr) {
461 _network_bind_list.clear();
462 _network_bind_list.emplace_back(dedicated_host);
464 if (dedicated_port != 0) _settings_client.network.server_port = dedicated_port;
466 /* initialize the ingame console */
467 IConsoleInit();
468 InitializeGUI();
469 IConsoleCmdExec("exec scripts/autoexec.scr 0");
471 /* Make sure _settings is filled with _settings_newgame if we switch to a game directly */
472 if (_switch_mode != SM_NONE) MakeNewgameSettingsLive();
474 if (_network_available && network_conn != nullptr) {
475 const char *port = nullptr;
476 const char *company = nullptr;
477 uint16 rport = NETWORK_DEFAULT_PORT;
478 CompanyID join_as = COMPANY_NEW_COMPANY;
480 ParseConnectionString(&company, &port, network_conn);
482 if (company != nullptr) {
483 join_as = (CompanyID)atoi(company);
485 if (join_as != COMPANY_SPECTATOR) {
486 join_as--;
487 if (join_as >= MAX_COMPANIES) {
488 delete this;
489 return;
493 if (port != nullptr) rport = atoi(port);
495 LoadIntroGame();
496 _switch_mode = SM_NONE;
497 NetworkClientConnectGame(NetworkAddress(network_conn, rport), join_as, join_server_password, join_company_password);
500 /* After the scan we're not used anymore. */
501 delete this;
505 #if defined(UNIX)
506 extern void DedicatedFork();
507 #endif
509 /** Options of OpenTTD. */
510 static const OptionData _options[] = {
511 GETOPT_SHORT_VALUE('I'),
512 GETOPT_SHORT_VALUE('S'),
513 GETOPT_SHORT_VALUE('M'),
514 GETOPT_SHORT_VALUE('m'),
515 GETOPT_SHORT_VALUE('s'),
516 GETOPT_SHORT_VALUE('v'),
517 GETOPT_SHORT_VALUE('b'),
518 GETOPT_SHORT_OPTVAL('D'),
519 GETOPT_SHORT_OPTVAL('n'),
520 GETOPT_SHORT_VALUE('l'),
521 GETOPT_SHORT_VALUE('p'),
522 GETOPT_SHORT_VALUE('P'),
523 #if !defined(_WIN32)
524 GETOPT_SHORT_NOVAL('f'),
525 #endif
526 GETOPT_SHORT_VALUE('r'),
527 GETOPT_SHORT_VALUE('t'),
528 GETOPT_SHORT_OPTVAL('d'),
529 GETOPT_SHORT_NOVAL('e'),
530 GETOPT_SHORT_OPTVAL('g'),
531 GETOPT_SHORT_VALUE('G'),
532 GETOPT_SHORT_VALUE('c'),
533 GETOPT_SHORT_NOVAL('x'),
534 GETOPT_SHORT_VALUE('q'),
535 GETOPT_SHORT_NOVAL('h'),
536 GETOPT_END()
540 * Main entry point for this lovely game.
541 * @param argc The number of arguments passed to this game.
542 * @param argv The values of the arguments.
543 * @return 0 when there is no error.
545 int openttd_main(int argc, char *argv[])
547 std::string musicdriver;
548 std::string sounddriver;
549 std::string videodriver;
550 std::string blitter;
551 std::string graphics_set;
552 std::string sounds_set;
553 std::string music_set;
554 Dimension resolution = {0, 0};
555 std::unique_ptr<AfterNewGRFScan> scanner(new AfterNewGRFScan());
556 bool dedicated = false;
557 char *debuglog_conn = nullptr;
559 extern bool _dedicated_forks;
560 _dedicated_forks = false;
562 std::unique_lock<std::mutex> modal_work_lock(_modal_progress_work_mutex, std::defer_lock);
563 std::unique_lock<std::mutex> modal_paint_lock(_modal_progress_paint_mutex, std::defer_lock);
565 _game_mode = GM_MENU;
566 _switch_mode = SM_MENU;
568 GetOptData mgo(argc - 1, argv + 1, _options);
569 int ret = 0;
571 int i;
572 while ((i = mgo.GetOpt()) != -1) {
573 switch (i) {
574 case 'I': graphics_set = mgo.opt; break;
575 case 'S': sounds_set = mgo.opt; break;
576 case 'M': music_set = mgo.opt; break;
577 case 'm': musicdriver = mgo.opt; break;
578 case 's': sounddriver = mgo.opt; break;
579 case 'v': videodriver = mgo.opt; break;
580 case 'b': blitter = mgo.opt; break;
581 case 'D':
582 musicdriver = "null";
583 sounddriver = "null";
584 videodriver = "dedicated";
585 blitter = "null";
586 dedicated = true;
587 SetDebugString("net=6");
588 if (mgo.opt != nullptr) {
589 /* Use the existing method for parsing (openttd -n).
590 * However, we do ignore the #company part. */
591 const char *temp = nullptr;
592 const char *port = nullptr;
593 ParseConnectionString(&temp, &port, mgo.opt);
594 if (!StrEmpty(mgo.opt)) scanner->dedicated_host = mgo.opt;
595 if (port != nullptr) scanner->dedicated_port = atoi(port);
597 break;
598 case 'f': _dedicated_forks = true; break;
599 case 'n':
600 scanner->network_conn = mgo.opt; // optional IP parameter, nullptr if unset
601 break;
602 case 'l':
603 debuglog_conn = mgo.opt;
604 break;
605 case 'p':
606 scanner->join_server_password = mgo.opt;
607 break;
608 case 'P':
609 scanner->join_company_password = mgo.opt;
610 break;
611 case 'r': ParseResolution(&resolution, mgo.opt); break;
612 case 't': scanner->startyear = atoi(mgo.opt); break;
613 case 'd': {
614 #if defined(_WIN32)
615 CreateConsole();
616 #endif
617 if (mgo.opt != nullptr) SetDebugString(mgo.opt);
618 break;
620 case 'e': _switch_mode = (_switch_mode == SM_LOAD_GAME || _switch_mode == SM_LOAD_SCENARIO ? SM_LOAD_SCENARIO : SM_EDITOR); break;
621 case 'g':
622 if (mgo.opt != nullptr) {
623 _file_to_saveload.SetName(mgo.opt);
624 bool is_scenario = _switch_mode == SM_EDITOR || _switch_mode == SM_LOAD_SCENARIO;
625 _switch_mode = is_scenario ? SM_LOAD_SCENARIO : SM_LOAD_GAME;
626 _file_to_saveload.SetMode(SLO_LOAD, is_scenario ? FT_SCENARIO : FT_SAVEGAME, DFT_GAME_FILE);
628 /* if the file doesn't exist or it is not a valid savegame, let the saveload code show an error */
629 auto t = _file_to_saveload.name.find_last_of('.');
630 if (t != std::string::npos) {
631 FiosType ft = FiosGetSavegameListCallback(SLO_LOAD, _file_to_saveload.name, _file_to_saveload.name.substr(t).c_str(), nullptr, nullptr);
632 if (ft != FIOS_TYPE_INVALID) _file_to_saveload.SetMode(ft);
635 break;
638 _switch_mode = SM_NEWGAME;
639 /* Give a random map if no seed has been given */
640 if (scanner->generation_seed == GENERATE_NEW_SEED) {
641 scanner->generation_seed = InteractiveRandom();
643 break;
644 case 'q': {
645 DeterminePaths(argv[0]);
646 if (StrEmpty(mgo.opt)) {
647 ret = 1;
648 return ret;
651 char title[80];
652 title[0] = '\0';
653 FiosGetSavegameListCallback(SLO_LOAD, mgo.opt, strrchr(mgo.opt, '.'), title, lastof(title));
655 _load_check_data.Clear();
656 SaveOrLoadResult res = SaveOrLoad(mgo.opt, SLO_CHECK, DFT_GAME_FILE, SAVE_DIR, false);
657 if (res != SL_OK || _load_check_data.HasErrors()) {
658 fprintf(stderr, "Failed to open savegame\n");
659 if (_load_check_data.HasErrors()) {
660 char buf[256];
661 SetDParamStr(0, _load_check_data.error_data);
662 GetString(buf, _load_check_data.error, lastof(buf));
663 fprintf(stderr, "%s\n", buf);
665 return ret;
668 WriteSavegameInfo(title);
669 return ret;
671 case 'G': scanner->generation_seed = strtoul(mgo.opt, nullptr, 10); break;
672 case 'c': _config_file = mgo.opt; break;
673 case 'x': scanner->save_config = false; break;
674 case 'h':
675 i = -2; // Force printing of help.
676 break;
678 if (i == -2) break;
681 if (i == -2 || mgo.numleft > 0) {
682 /* Either the user typed '-h', he made an error, or he added unrecognized command line arguments.
683 * In all cases, print the help, and exit.
685 * The next two functions are needed to list the graphics sets. We can't do them earlier
686 * because then we cannot show it on the debug console as that hasn't been configured yet. */
687 DeterminePaths(argv[0]);
688 TarScanner::DoScan(TarScanner::BASESET);
689 BaseGraphics::FindSets();
690 BaseSounds::FindSets();
691 BaseMusic::FindSets();
692 ShowHelp();
693 return ret;
696 DeterminePaths(argv[0]);
697 TarScanner::DoScan(TarScanner::BASESET);
699 if (dedicated) DEBUG(net, 0, "Starting dedicated version %s", _openttd_revision);
700 if (_dedicated_forks && !dedicated) _dedicated_forks = false;
702 #if defined(UNIX)
703 /* We must fork here, or we'll end up without some resources we need (like sockets) */
704 if (_dedicated_forks) DedicatedFork();
705 #endif
707 LoadFromConfig(true);
709 if (resolution.width != 0) _cur_resolution = resolution;
711 /* Limit width times height times bytes per pixel to fit a 32 bit
712 * integer, This way all internal drawing routines work correctly.
713 * A resolution that has one component as 0 is treated as a marker to
714 * auto-detect a good window size. */
715 _cur_resolution.width = std::min(_cur_resolution.width, UINT16_MAX / 2u);
716 _cur_resolution.height = std::min(_cur_resolution.height, UINT16_MAX / 2u);
718 /* Assume the cursor starts within the game as not all video drivers
719 * get an event that the cursor is within the window when it is opened.
720 * Saying the cursor is there makes no visible difference as it would
721 * just be out of the bounds of the window. */
722 _cursor.in_window = true;
724 /* enumerate language files */
725 InitializeLanguagePacks();
727 /* Initialize the regular font for FreeType */
728 InitFreeType(false);
730 /* This must be done early, since functions use the SetWindowDirty* calls */
731 InitWindowSystem();
733 BaseGraphics::FindSets();
734 if (graphics_set.empty() && !BaseGraphics::ini_set.empty()) graphics_set = BaseGraphics::ini_set;
735 if (!BaseGraphics::SetSet(graphics_set)) {
736 if (!graphics_set.empty()) {
737 BaseGraphics::SetSet({});
739 ErrorMessageData msg(STR_CONFIG_ERROR, STR_CONFIG_ERROR_INVALID_BASE_GRAPHICS_NOT_FOUND);
740 msg.SetDParamStr(0, graphics_set.c_str());
741 ScheduleErrorMessage(msg);
745 /* Initialize game palette */
746 GfxInitPalettes();
748 DEBUG(misc, 1, "Loading blitter...");
749 if (blitter.empty() && !_ini_blitter.empty()) blitter = _ini_blitter;
750 _blitter_autodetected = blitter.empty();
751 /* Activate the initial blitter.
752 * This is only some initial guess, after NewGRFs have been loaded SwitchNewGRFBlitter may switch to a different one.
753 * - Never guess anything, if the user specified a blitter. (_blitter_autodetected)
754 * - Use 32bpp blitter if baseset or 8bpp-support settings says so.
755 * - Use 8bpp blitter otherwise.
757 if (!_blitter_autodetected ||
758 (_support8bpp != S8BPP_NONE && (BaseGraphics::GetUsedSet() == nullptr || BaseGraphics::GetUsedSet()->blitter == BLT_8BPP)) ||
759 BlitterFactory::SelectBlitter("32bpp-anim") == nullptr) {
760 if (BlitterFactory::SelectBlitter(blitter) == nullptr) {
761 blitter.empty() ?
762 usererror("Failed to autoprobe blitter") :
763 usererror("Failed to select requested blitter '%s'; does it exist?", blitter.c_str());
767 if (videodriver.empty() && !_ini_videodriver.empty()) videodriver = _ini_videodriver;
768 DriverFactoryBase::SelectDriver(videodriver, Driver::DT_VIDEO);
770 InitializeSpriteSorter();
772 /* Initialize the zoom level of the screen to normal */
773 _screen.zoom = ZOOM_LVL_NORMAL;
774 UpdateGUIZoom();
776 NetworkStartUp(); // initialize network-core
778 if (debuglog_conn != nullptr && _network_available) {
779 const char *not_used = nullptr;
780 const char *port = nullptr;
781 uint16 rport;
783 rport = NETWORK_DEFAULT_DEBUGLOG_PORT;
785 ParseConnectionString(&not_used, &port, debuglog_conn);
786 if (port != nullptr) rport = atoi(port);
788 NetworkStartDebugLog(NetworkAddress(debuglog_conn, rport));
791 if (!HandleBootstrap()) {
792 ShutdownGame();
793 return ret;
796 VideoDriver::GetInstance()->ClaimMousePointer();
798 /* initialize screenshot formats */
799 InitializeScreenshotFormats();
801 BaseSounds::FindSets();
802 if (sounds_set.empty() && !BaseSounds::ini_set.empty()) sounds_set = BaseSounds::ini_set;
803 if (!BaseSounds::SetSet(sounds_set)) {
804 if (sounds_set.empty() || !BaseSounds::SetSet({})) {
805 usererror("Failed to find a sounds set. Please acquire a sounds set for OpenTTD. See section 1.4 of README.md.");
806 } else {
807 ErrorMessageData msg(STR_CONFIG_ERROR, STR_CONFIG_ERROR_INVALID_BASE_SOUNDS_NOT_FOUND);
808 msg.SetDParamStr(0, sounds_set.c_str());
809 ScheduleErrorMessage(msg);
813 BaseMusic::FindSets();
814 if (music_set.empty() && !BaseMusic::ini_set.empty()) music_set = BaseMusic::ini_set;
815 if (!BaseMusic::SetSet(music_set)) {
816 if (music_set.empty() || !BaseMusic::SetSet({})) {
817 usererror("Failed to find a music set. Please acquire a music set for OpenTTD. See section 1.4 of README.md.");
818 } else {
819 ErrorMessageData msg(STR_CONFIG_ERROR, STR_CONFIG_ERROR_INVALID_BASE_MUSIC_NOT_FOUND);
820 msg.SetDParamStr(0, music_set.c_str());
821 ScheduleErrorMessage(msg);
825 if (sounddriver.empty() && !_ini_sounddriver.empty()) sounddriver = _ini_sounddriver;
826 DriverFactoryBase::SelectDriver(sounddriver, Driver::DT_SOUND);
828 if (musicdriver.empty() && !_ini_musicdriver.empty()) musicdriver = _ini_musicdriver;
829 DriverFactoryBase::SelectDriver(musicdriver, Driver::DT_MUSIC);
831 /* Take our initial lock on whatever we might want to do! */
832 try {
833 modal_work_lock.lock();
834 modal_paint_lock.lock();
835 } catch (const std::system_error&) {
836 /* If there is some error we assume that threads aren't usable on the system we run. */
837 extern bool _use_threaded_modal_progress; // From progress.cpp
838 _use_threaded_modal_progress = false;
841 GenerateWorld(GWM_EMPTY, 64, 64); // Make the viewport initialization happy
842 WaitTillGeneratedWorld();
844 LoadIntroGame(false);
846 CheckForMissingGlyphs();
848 /* ScanNewGRFFiles now has control over the scanner. */
849 ScanNewGRFFiles(scanner.release());
851 VideoDriver::GetInstance()->MainLoop();
853 WaitTillSaved();
854 WaitTillGeneratedWorld(); // Make sure any generate world threads have been joined.
856 /* only save config if we have to */
857 if (_save_config) {
858 SaveToConfig();
859 SaveHotkeysToConfig();
860 WindowDesc::SaveToConfig();
861 SaveToHighScore();
864 /* Reset windowing system, stop drivers, free used memory, ... */
865 ShutdownGame();
866 return ret;
869 void HandleExitGameRequest()
871 if (_game_mode == GM_MENU || _game_mode == GM_BOOTSTRAP) { // do not ask to quit on the main screen
872 _exit_game = true;
873 } else if (_settings_client.gui.autosave_on_exit) {
874 DoExitSave();
875 _exit_game = true;
876 } else {
877 AskExitGame();
881 static void MakeNewGameDone()
883 SettingsDisableElrail(_settings_game.vehicle.disable_elrails);
885 /* In a dedicated server, the server does not play */
886 if (!VideoDriver::GetInstance()->HasGUI()) {
887 SetLocalCompany(COMPANY_SPECTATOR);
888 if (_settings_client.gui.pause_on_newgame) DoCommandP(0, PM_PAUSED_NORMAL, 1, CMD_PAUSE);
889 IConsoleCmdExec("exec scripts/game_start.scr 0");
890 return;
893 /* Create a single company */
894 DoStartupNewCompany(false);
896 Company *c = Company::Get(COMPANY_FIRST);
897 c->settings = _settings_client.company;
899 /* Overwrite color from settings if needed
900 * COLOUR_END corresponds to Random colour */
901 if (_settings_client.gui.starting_colour != COLOUR_END) {
902 c->colour = _settings_client.gui.starting_colour;
903 ResetCompanyLivery(c);
904 _company_colours[c->index] = (Colours)c->colour;
907 IConsoleCmdExec("exec scripts/game_start.scr 0");
909 SetLocalCompany(COMPANY_FIRST);
911 InitializeRailGUI();
912 InitializeRoadGUI();
914 /* We are the server, we start a new company (not dedicated),
915 * so set the default password *if* needed. */
916 if (_network_server && !StrEmpty(_settings_client.network.default_company_pass)) {
917 NetworkChangeCompanyPassword(_local_company, _settings_client.network.default_company_pass);
920 if (_settings_client.gui.pause_on_newgame) DoCommandP(0, PM_PAUSED_NORMAL, 1, CMD_PAUSE);
922 CheckEngines();
923 CheckIndustries();
924 MarkWholeScreenDirty();
927 static void MakeNewGame(bool from_heightmap, bool reset_settings)
929 _game_mode = GM_NORMAL;
930 if (!from_heightmap) {
931 /* "reload" command needs to know what mode we were in. */
932 _file_to_saveload.SetMode(SLO_INVALID, FT_INVALID, DFT_INVALID);
935 ResetGRFConfig(true);
937 GenerateWorldSetCallback(&MakeNewGameDone);
938 GenerateWorld(from_heightmap ? GWM_HEIGHTMAP : GWM_NEWGAME, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y, reset_settings);
941 static void MakeNewEditorWorldDone()
943 SetLocalCompany(OWNER_NONE);
946 static void MakeNewEditorWorld()
948 _game_mode = GM_EDITOR;
949 /* "reload" command needs to know what mode we were in. */
950 _file_to_saveload.SetMode(SLO_INVALID, FT_INVALID, DFT_INVALID);
952 ResetGRFConfig(true);
954 GenerateWorldSetCallback(&MakeNewEditorWorldDone);
955 GenerateWorld(GWM_EMPTY, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
959 * Load the specified savegame but on error do different things.
960 * If loading fails due to corrupt savegame, bad version, etc. go back to
961 * a previous correct state. In the menu for example load the intro game again.
962 * @param filename file to be loaded
963 * @param fop mode of loading, always SLO_LOAD
964 * @param newgm switch to this mode of loading fails due to some unknown error
965 * @param subdir default directory to look for filename, set to 0 if not needed
966 * @param lf Load filter to use, if nullptr: use filename + subdir.
968 bool SafeLoad(const std::string &filename, SaveLoadOperation fop, DetailedFileType dft, GameMode newgm, Subdirectory subdir, struct LoadFilter *lf = nullptr)
970 assert(fop == SLO_LOAD);
971 assert(dft == DFT_GAME_FILE || (lf == nullptr && dft == DFT_OLD_GAME_FILE));
972 GameMode ogm = _game_mode;
974 _game_mode = newgm;
976 switch (lf == nullptr ? SaveOrLoad(filename, fop, dft, subdir) : LoadWithFilter(lf)) {
977 case SL_OK: return true;
979 case SL_REINIT:
980 if (_network_dedicated) {
982 * We need to reinit a network map...
983 * We can't simply load the intro game here as that game has many
984 * special cases which make clients desync immediately. So we fall
985 * back to just generating a new game with the current settings.
987 DEBUG(net, 0, "Loading game failed, so a new (random) game will be started!");
988 MakeNewGame(false, true);
989 return false;
991 if (_network_server) {
992 /* We can't load the intro game as server, so disconnect first. */
993 NetworkDisconnect();
996 switch (ogm) {
997 default:
998 case GM_MENU: LoadIntroGame(); break;
999 case GM_EDITOR: MakeNewEditorWorld(); break;
1001 return false;
1003 default:
1004 _game_mode = ogm;
1005 return false;
1009 void SwitchToMode(SwitchMode new_mode)
1011 /* If we are saving something, the network stays in his current state */
1012 if (new_mode != SM_SAVE_GAME) {
1013 /* If the network is active, make it not-active */
1014 if (_networking) {
1015 if (_network_server && (new_mode == SM_LOAD_GAME || new_mode == SM_NEWGAME || new_mode == SM_RESTARTGAME)) {
1016 NetworkReboot();
1017 } else {
1018 NetworkDisconnect();
1022 /* If we are a server, we restart the server */
1023 if (_is_network_server) {
1024 /* But not if we are going to the menu */
1025 if (new_mode != SM_MENU) {
1026 /* check if we should reload the config */
1027 if (_settings_client.network.reload_cfg) {
1028 LoadFromConfig();
1029 MakeNewgameSettingsLive();
1030 ResetGRFConfig(false);
1032 NetworkServerStart();
1033 } else {
1034 /* This client no longer wants to be a network-server */
1035 _is_network_server = false;
1040 /* Make sure all AI controllers are gone at quitting game */
1041 if (new_mode != SM_SAVE_GAME) AI::KillAll();
1043 switch (new_mode) {
1044 case SM_EDITOR: // Switch to scenario editor
1045 MakeNewEditorWorld();
1046 break;
1048 case SM_RELOADGAME: // Reload with what-ever started the game
1049 if (_file_to_saveload.abstract_ftype == FT_SAVEGAME || _file_to_saveload.abstract_ftype == FT_SCENARIO) {
1050 /* Reload current savegame/scenario */
1051 _switch_mode = _game_mode == GM_EDITOR ? SM_LOAD_SCENARIO : SM_LOAD_GAME;
1052 SwitchToMode(_switch_mode);
1053 break;
1054 } else if (_file_to_saveload.abstract_ftype == FT_HEIGHTMAP) {
1055 /* Restart current heightmap */
1056 _switch_mode = _game_mode == GM_EDITOR ? SM_LOAD_HEIGHTMAP : SM_RESTART_HEIGHTMAP;
1057 SwitchToMode(_switch_mode);
1058 break;
1061 MakeNewGame(false, new_mode == SM_NEWGAME);
1062 break;
1064 case SM_RESTARTGAME: // Restart --> 'Random game' with current settings
1065 case SM_NEWGAME: // New Game --> 'Random game'
1066 if (_network_server) {
1067 seprintf(_network_game_info.map_name, lastof(_network_game_info.map_name), "Random Map");
1069 MakeNewGame(false, new_mode == SM_NEWGAME);
1070 break;
1072 case SM_LOAD_GAME: { // Load game, Play Scenario
1073 ResetGRFConfig(true);
1074 ResetWindowSystem();
1076 if (!SafeLoad(_file_to_saveload.name, _file_to_saveload.file_op, _file_to_saveload.detail_ftype, GM_NORMAL, NO_DIRECTORY)) {
1077 SetDParamStr(0, GetSaveLoadErrorString());
1078 ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR);
1079 } else {
1080 if (_file_to_saveload.abstract_ftype == FT_SCENARIO) {
1081 /* Reset engine pool to simplify changing engine NewGRFs in scenario editor. */
1082 EngineOverrideManager::ResetToCurrentNewGRFConfig();
1084 /* Update the local company for a loaded game. It is either always
1085 * company #1 (eg 0) or in the case of a dedicated server a spectator */
1086 SetLocalCompany(_network_dedicated ? COMPANY_SPECTATOR : COMPANY_FIRST);
1087 /* Execute the game-start script */
1088 IConsoleCmdExec("exec scripts/game_start.scr 0");
1089 /* Decrease pause counter (was increased from opening load dialog) */
1090 DoCommandP(0, PM_PAUSED_SAVELOAD, 0, CMD_PAUSE);
1091 if (_network_server) {
1092 seprintf(_network_game_info.map_name, lastof(_network_game_info.map_name), "%s (Loaded game)", _file_to_saveload.title);
1095 break;
1098 case SM_RESTART_HEIGHTMAP: // Load a heightmap and start a new game from it with current settings
1099 case SM_START_HEIGHTMAP: // Load a heightmap and start a new game from it
1100 if (_network_server) {
1101 seprintf(_network_game_info.map_name, lastof(_network_game_info.map_name), "%s (Heightmap)", _file_to_saveload.title);
1103 MakeNewGame(true, new_mode == SM_START_HEIGHTMAP);
1104 break;
1106 case SM_LOAD_HEIGHTMAP: // Load heightmap from scenario editor
1107 SetLocalCompany(OWNER_NONE);
1109 GenerateWorld(GWM_HEIGHTMAP, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
1110 MarkWholeScreenDirty();
1111 break;
1113 case SM_LOAD_SCENARIO: { // Load scenario from scenario editor
1114 if (SafeLoad(_file_to_saveload.name, _file_to_saveload.file_op, _file_to_saveload.detail_ftype, GM_EDITOR, NO_DIRECTORY)) {
1115 SetLocalCompany(OWNER_NONE);
1116 _settings_newgame.game_creation.starting_year = _cur_year;
1117 /* Cancel the saveload pausing */
1118 DoCommandP(0, PM_PAUSED_SAVELOAD, 0, CMD_PAUSE);
1119 } else {
1120 SetDParamStr(0, GetSaveLoadErrorString());
1121 ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR);
1123 break;
1126 case SM_MENU: // Switch to game intro menu
1127 LoadIntroGame();
1128 if (BaseSounds::ini_set.empty() && BaseSounds::GetUsedSet()->fallback && SoundDriver::GetInstance()->HasOutput()) {
1129 ShowErrorMessage(STR_WARNING_FALLBACK_SOUNDSET, INVALID_STRING_ID, WL_CRITICAL);
1130 BaseSounds::ini_set = BaseSounds::GetUsedSet()->name;
1132 break;
1134 case SM_SAVE_GAME: // Save game.
1135 /* Make network saved games on pause compatible to singleplayer mode */
1136 if (SaveOrLoad(_file_to_saveload.name, SLO_SAVE, DFT_GAME_FILE, NO_DIRECTORY) != SL_OK) {
1137 SetDParamStr(0, GetSaveLoadErrorString());
1138 ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR);
1139 } else {
1140 DeleteWindowById(WC_SAVELOAD, 0);
1142 break;
1144 case SM_SAVE_HEIGHTMAP: // Save heightmap.
1145 MakeHeightmapScreenshot(_file_to_saveload.name.c_str());
1146 DeleteWindowById(WC_SAVELOAD, 0);
1147 break;
1149 case SM_GENRANDLAND: // Generate random land within scenario editor
1150 SetLocalCompany(OWNER_NONE);
1151 GenerateWorld(GWM_RANDOM, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
1152 /* XXX: set date */
1153 MarkWholeScreenDirty();
1154 break;
1156 default: NOT_REACHED();
1162 * Check the validity of some of the caches.
1163 * Especially in the sense of desyncs between
1164 * the cached value and what the value would
1165 * be when calculated from the 'base' data.
1167 static void CheckCaches()
1169 /* Return here so it is easy to add checks that are run
1170 * always to aid testing of caches. */
1171 if (_debug_desync_level <= 1) return;
1173 /* Check the town caches. */
1174 std::vector<TownCache> old_town_caches;
1175 for (const Town *t : Town::Iterate()) {
1176 old_town_caches.push_back(t->cache);
1179 extern void RebuildTownCaches();
1180 RebuildTownCaches();
1181 RebuildSubsidisedSourceAndDestinationCache();
1183 uint i = 0;
1184 for (Town *t : Town::Iterate()) {
1185 if (MemCmpT(old_town_caches.data() + i, &t->cache) != 0) {
1186 DEBUG(desync, 2, "town cache mismatch: town %i", (int)t->index);
1188 i++;
1191 /* Check company infrastructure cache. */
1192 std::vector<CompanyInfrastructure> old_infrastructure;
1193 for (const Company *c : Company::Iterate()) old_infrastructure.push_back(c->infrastructure);
1195 extern void AfterLoadCompanyStats();
1196 AfterLoadCompanyStats();
1198 i = 0;
1199 for (const Company *c : Company::Iterate()) {
1200 if (MemCmpT(old_infrastructure.data() + i, &c->infrastructure) != 0) {
1201 DEBUG(desync, 2, "infrastructure cache mismatch: company %i", (int)c->index);
1203 i++;
1206 /* Strict checking of the road stop cache entries */
1207 for (const RoadStop *rs : RoadStop::Iterate()) {
1208 if (IsStandardRoadStopTile(rs->xy)) continue;
1210 assert(rs->GetEntry(DIAGDIR_NE) != rs->GetEntry(DIAGDIR_NW));
1211 rs->GetEntry(DIAGDIR_NE)->CheckIntegrity(rs);
1212 rs->GetEntry(DIAGDIR_NW)->CheckIntegrity(rs);
1215 for (Vehicle *v : Vehicle::Iterate()) {
1216 extern void FillNewGRFVehicleCache(const Vehicle *v);
1217 if (v != v->First() || v->vehstatus & VS_CRASHED || !v->IsPrimaryVehicle()) continue;
1219 uint length = 0;
1220 for (const Vehicle *u = v; u != nullptr; u = u->Next()) length++;
1222 NewGRFCache *grf_cache = CallocT<NewGRFCache>(length);
1223 VehicleCache *veh_cache = CallocT<VehicleCache>(length);
1224 GroundVehicleCache *gro_cache = CallocT<GroundVehicleCache>(length);
1225 TrainCache *tra_cache = CallocT<TrainCache>(length);
1227 length = 0;
1228 for (const Vehicle *u = v; u != nullptr; u = u->Next()) {
1229 FillNewGRFVehicleCache(u);
1230 grf_cache[length] = u->grf_cache;
1231 veh_cache[length] = u->vcache;
1232 switch (u->type) {
1233 case VEH_TRAIN:
1234 gro_cache[length] = Train::From(u)->gcache;
1235 tra_cache[length] = Train::From(u)->tcache;
1236 break;
1237 case VEH_ROAD:
1238 gro_cache[length] = RoadVehicle::From(u)->gcache;
1239 break;
1240 default:
1241 break;
1243 length++;
1246 switch (v->type) {
1247 case VEH_TRAIN: Train::From(v)->ConsistChanged(CCF_TRACK); break;
1248 case VEH_ROAD: RoadVehUpdateCache(RoadVehicle::From(v)); break;
1249 case VEH_AIRCRAFT: UpdateAircraftCache(Aircraft::From(v)); break;
1250 case VEH_SHIP: Ship::From(v)->UpdateCache(); break;
1251 default: break;
1254 length = 0;
1255 for (const Vehicle *u = v; u != nullptr; u = u->Next()) {
1256 FillNewGRFVehicleCache(u);
1257 if (memcmp(&grf_cache[length], &u->grf_cache, sizeof(NewGRFCache)) != 0) {
1258 DEBUG(desync, 2, "newgrf cache mismatch: type %i, vehicle %i, company %i, unit number %i, wagon %i", (int)v->type, v->index, (int)v->owner, v->unitnumber, length);
1260 if (memcmp(&veh_cache[length], &u->vcache, sizeof(VehicleCache)) != 0) {
1261 DEBUG(desync, 2, "vehicle cache mismatch: type %i, vehicle %i, company %i, unit number %i, wagon %i", (int)v->type, v->index, (int)v->owner, v->unitnumber, length);
1263 switch (u->type) {
1264 case VEH_TRAIN:
1265 if (memcmp(&gro_cache[length], &Train::From(u)->gcache, sizeof(GroundVehicleCache)) != 0) {
1266 DEBUG(desync, 2, "train ground vehicle cache mismatch: vehicle %i, company %i, unit number %i, wagon %i", v->index, (int)v->owner, v->unitnumber, length);
1268 if (memcmp(&tra_cache[length], &Train::From(u)->tcache, sizeof(TrainCache)) != 0) {
1269 DEBUG(desync, 2, "train cache mismatch: vehicle %i, company %i, unit number %i, wagon %i", v->index, (int)v->owner, v->unitnumber, length);
1271 break;
1272 case VEH_ROAD:
1273 if (memcmp(&gro_cache[length], &RoadVehicle::From(u)->gcache, sizeof(GroundVehicleCache)) != 0) {
1274 DEBUG(desync, 2, "road vehicle ground vehicle cache mismatch: vehicle %i, company %i, unit number %i, wagon %i", v->index, (int)v->owner, v->unitnumber, length);
1276 break;
1277 default:
1278 break;
1280 length++;
1283 free(grf_cache);
1284 free(veh_cache);
1285 free(gro_cache);
1286 free(tra_cache);
1289 /* Check whether the caches are still valid */
1290 for (Vehicle *v : Vehicle::Iterate()) {
1291 byte buff[sizeof(VehicleCargoList)];
1292 memcpy(buff, &v->cargo, sizeof(VehicleCargoList));
1293 v->cargo.InvalidateCache();
1294 assert(memcmp(&v->cargo, buff, sizeof(VehicleCargoList)) == 0);
1297 /* Backup stations_near */
1298 std::vector<StationList> old_town_stations_near;
1299 for (Town *t : Town::Iterate()) old_town_stations_near.push_back(t->stations_near);
1301 std::vector<StationList> old_industry_stations_near;
1302 for (Industry *ind : Industry::Iterate()) old_industry_stations_near.push_back(ind->stations_near);
1304 for (Station *st : Station::Iterate()) {
1305 for (CargoID c = 0; c < NUM_CARGO; c++) {
1306 byte buff[sizeof(StationCargoList)];
1307 memcpy(buff, &st->goods[c].cargo, sizeof(StationCargoList));
1308 st->goods[c].cargo.InvalidateCache();
1309 assert(memcmp(&st->goods[c].cargo, buff, sizeof(StationCargoList)) == 0);
1312 /* Check docking tiles */
1313 TileArea ta;
1314 std::map<TileIndex, bool> docking_tiles;
1315 TILE_AREA_LOOP(tile, st->docking_station) {
1316 ta.Add(tile);
1317 docking_tiles[tile] = IsDockingTile(tile);
1319 UpdateStationDockingTiles(st);
1320 if (ta.tile != st->docking_station.tile || ta.w != st->docking_station.w || ta.h != st->docking_station.h) {
1321 DEBUG(desync, 2, "station docking mismatch: station %i, company %i", st->index, (int)st->owner);
1323 TILE_AREA_LOOP(tile, ta) {
1324 if (docking_tiles[tile] != IsDockingTile(tile)) {
1325 DEBUG(desync, 2, "docking tile mismatch: tile %i", (int)tile);
1329 /* Check industries_near */
1330 IndustryList industries_near = st->industries_near;
1331 st->RecomputeCatchment();
1332 if (st->industries_near != industries_near) {
1333 DEBUG(desync, 2, "station industries near mismatch: station %i", st->index);
1337 /* Check stations_near */
1338 i = 0;
1339 for (Town *t : Town::Iterate()) {
1340 if (t->stations_near != old_town_stations_near[i]) {
1341 DEBUG(desync, 2, "town stations near mismatch: town %i", t->index);
1343 i++;
1345 i = 0;
1346 for (Industry *ind : Industry::Iterate()) {
1347 if (ind->stations_near != old_industry_stations_near[i]) {
1348 DEBUG(desync, 2, "industry stations near mismatch: industry %i", ind->index);
1350 i++;
1355 * State controlling game loop.
1356 * The state must not be changed from anywhere but here.
1357 * That check is enforced in DoCommand.
1359 void StateGameLoop()
1361 if (!_networking || _network_server) {
1362 StateGameLoop_LinkGraphPauseControl();
1365 /* don't execute the state loop during pause */
1366 if (_pause_mode != PM_UNPAUSED) {
1367 PerformanceMeasurer::Paused(PFE_GAMELOOP);
1368 PerformanceMeasurer::Paused(PFE_GL_ECONOMY);
1369 PerformanceMeasurer::Paused(PFE_GL_TRAINS);
1370 PerformanceMeasurer::Paused(PFE_GL_ROADVEHS);
1371 PerformanceMeasurer::Paused(PFE_GL_SHIPS);
1372 PerformanceMeasurer::Paused(PFE_GL_AIRCRAFT);
1373 PerformanceMeasurer::Paused(PFE_GL_LANDSCAPE);
1375 UpdateLandscapingLimits();
1376 #ifndef DEBUG_DUMP_COMMANDS
1377 Game::GameLoop();
1378 #endif
1379 return;
1382 PerformanceMeasurer framerate(PFE_GAMELOOP);
1383 PerformanceAccumulator::Reset(PFE_GL_LANDSCAPE);
1384 if (HasModalProgress()) return;
1386 Layouter::ReduceLineCache();
1388 if (_game_mode == GM_EDITOR) {
1389 BasePersistentStorageArray::SwitchMode(PSM_ENTER_GAMELOOP);
1390 RunTileLoop();
1391 CallVehicleTicks();
1392 CallLandscapeTick();
1393 BasePersistentStorageArray::SwitchMode(PSM_LEAVE_GAMELOOP);
1394 UpdateLandscapingLimits();
1396 CallWindowGameTickEvent();
1397 NewsLoop();
1398 } else {
1399 if (_debug_desync_level > 2 && _date_fract == 0 && (_date & 0x1F) == 0) {
1400 /* Save the desync savegame if needed. */
1401 char name[MAX_PATH];
1402 seprintf(name, lastof(name), "dmp_cmds_%08x_%08x.sav", _settings_game.game_creation.generation_seed, _date);
1403 SaveOrLoad(name, SLO_SAVE, DFT_GAME_FILE, AUTOSAVE_DIR, false);
1406 CheckCaches();
1408 /* All these actions has to be done from OWNER_NONE
1409 * for multiplayer compatibility */
1410 Backup<CompanyID> cur_company(_current_company, OWNER_NONE, FILE_LINE);
1412 BasePersistentStorageArray::SwitchMode(PSM_ENTER_GAMELOOP);
1413 AnimateAnimatedTiles();
1414 IncreaseDate();
1415 RunTileLoop();
1416 CallVehicleTicks();
1417 CallLandscapeTick();
1418 BasePersistentStorageArray::SwitchMode(PSM_LEAVE_GAMELOOP);
1420 #ifndef DEBUG_DUMP_COMMANDS
1422 PerformanceMeasurer framerate(PFE_ALLSCRIPTS);
1423 AI::GameLoop();
1424 Game::GameLoop();
1426 #endif
1427 UpdateLandscapingLimits();
1429 CallWindowGameTickEvent();
1430 NewsLoop();
1431 cur_company.Restore();
1434 assert(IsLocalCompany());
1438 * Create an autosave. The default name is "autosave#.sav". However with
1439 * the setting 'keep_all_autosave' the name defaults to company-name + date
1441 static void DoAutosave()
1443 char buf[MAX_PATH];
1445 if (_settings_client.gui.keep_all_autosave) {
1446 GenerateDefaultSaveName(buf, lastof(buf));
1447 strecat(buf, ".sav", lastof(buf));
1448 } else {
1449 static int _autosave_ctr = 0;
1451 /* generate a savegame name and number according to _settings_client.gui.max_num_autosaves */
1452 seprintf(buf, lastof(buf), "autosave%d.sav", _autosave_ctr);
1454 if (++_autosave_ctr >= _settings_client.gui.max_num_autosaves) _autosave_ctr = 0;
1457 DEBUG(sl, 2, "Autosaving to '%s'", buf);
1458 if (SaveOrLoad(buf, SLO_SAVE, DFT_GAME_FILE, AUTOSAVE_DIR) != SL_OK) {
1459 ShowErrorMessage(STR_ERROR_AUTOSAVE_FAILED, INVALID_STRING_ID, WL_ERROR);
1463 void GameLoop()
1465 if (_game_mode == GM_BOOTSTRAP) {
1466 /* Check for UDP stuff */
1467 if (_network_available) NetworkBackgroundLoop();
1468 InputLoop();
1469 return;
1472 ProcessAsyncSaveFinish();
1474 /* autosave game? */
1475 if (_do_autosave) {
1476 DoAutosave();
1477 _do_autosave = false;
1478 SetWindowDirty(WC_STATUS_BAR, 0);
1481 /* switch game mode? */
1482 if (_switch_mode != SM_NONE && !HasModalProgress()) {
1483 SwitchToMode(_switch_mode);
1484 _switch_mode = SM_NONE;
1487 IncreaseSpriteLRU();
1488 InteractiveRandom();
1490 /* Check for UDP stuff */
1491 if (_network_available) NetworkBackgroundLoop();
1493 if (_networking && !HasModalProgress()) {
1494 /* Multiplayer */
1495 NetworkGameLoop();
1496 } else {
1497 if (_network_reconnect > 0 && --_network_reconnect == 0) {
1498 /* This means that we want to reconnect to the last host
1499 * We do this here, because it means that the network is really closed */
1500 NetworkClientConnectGame(NetworkAddress(_settings_client.network.last_host, _settings_client.network.last_port), COMPANY_SPECTATOR);
1502 /* Singleplayer */
1503 StateGameLoop();
1506 if (!_pause_mode && HasBit(_display_opt, DO_FULL_ANIMATION)) DoPaletteAnimations();
1508 InputLoop();
1510 SoundDriver::GetInstance()->MainLoop();
1511 MusicLoop();