Files @ r28486:aff297ed5a05
Branch filter:

Location: cpp/openttd-patchpack/source/src/openttd.cpp

Peter Nelson
Codechange: Allow constexpr NWidgetPart construction.
   1
   2
   3
   4
   5
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  31
  32
  33
  34
  35
  36
  37
  38
  39
  40
  41
  42
  43
  44
  45
  46
  47
  48
  49
  50
  51
  52
  53
  54
  55
  56
  57
  58
  59
  60
  61
  62
  63
  64
  65
  66
  67
  68
  69
  70
  71
  72
  73
  74
  75
  76
  77
  78
  79
  80
  81
  82
  83
  84
  85
  86
  87
  88
  89
  90
  91
  92
  93
  94
  95
  96
  97
  98
  99
 100
 101
 102
 103
 104
 105
 106
 107
 108
 109
 110
 111
 112
 113
 114
 115
 116
 117
 118
 119
 120
 121
 122
 123
 124
 125
 126
 127
 128
 129
 130
 131
 132
 133
 134
 135
 136
 137
 138
 139
 140
 141
 142
 143
 144
 145
 146
 147
 148
 149
 150
 151
 152
 153
 154
 155
 156
 157
 158
 159
 160
 161
 162
 163
 164
 165
 166
 167
 168
 169
 170
 171
 172
 173
 174
 175
 176
 177
 178
 179
 180
 181
 182
 183
 184
 185
 186
 187
 188
 189
 190
 191
 192
 193
 194
 195
 196
 197
 198
 199
 200
 201
 202
 203
 204
 205
 206
 207
 208
 209
 210
 211
 212
 213
 214
 215
 216
 217
 218
 219
 220
 221
 222
 223
 224
 225
 226
 227
 228
 229
 230
 231
 232
 233
 234
 235
 236
 237
 238
 239
 240
 241
 242
 243
 244
 245
 246
 247
 248
 249
 250
 251
 252
 253
 254
 255
 256
 257
 258
 259
 260
 261
 262
 263
 264
 265
 266
 267
 268
 269
 270
 271
 272
 273
 274
 275
 276
 277
 278
 279
 280
 281
 282
 283
 284
 285
 286
 287
 288
 289
 290
 291
 292
 293
 294
 295
 296
 297
 298
 299
 300
 301
 302
 303
 304
 305
 306
 307
 308
 309
 310
 311
 312
 313
 314
 315
 316
 317
 318
 319
 320
 321
 322
 323
 324
 325
 326
 327
 328
 329
 330
 331
 332
 333
 334
 335
 336
 337
 338
 339
 340
 341
 342
 343
 344
 345
 346
 347
 348
 349
 350
 351
 352
 353
 354
 355
 356
 357
 358
 359
 360
 361
 362
 363
 364
 365
 366
 367
 368
 369
 370
 371
 372
 373
 374
 375
 376
 377
 378
 379
 380
 381
 382
 383
 384
 385
 386
 387
 388
 389
 390
 391
 392
 393
 394
 395
 396
 397
 398
 399
 400
 401
 402
 403
 404
 405
 406
 407
 408
 409
 410
 411
 412
 413
 414
 415
 416
 417
 418
 419
 420
 421
 422
 423
 424
 425
 426
 427
 428
 429
 430
 431
 432
 433
 434
 435
 436
 437
 438
 439
 440
 441
 442
 443
 444
 445
 446
 447
 448
 449
 450
 451
 452
 453
 454
 455
 456
 457
 458
 459
 460
 461
 462
 463
 464
 465
 466
 467
 468
 469
 470
 471
 472
 473
 474
 475
 476
 477
 478
 479
 480
 481
 482
 483
 484
 485
 486
 487
 488
 489
 490
 491
 492
 493
 494
 495
 496
 497
 498
 499
 500
 501
 502
 503
 504
 505
 506
 507
 508
 509
 510
 511
 512
 513
 514
 515
 516
 517
 518
 519
 520
 521
 522
 523
 524
 525
 526
 527
 528
 529
 530
 531
 532
 533
 534
 535
 536
 537
 538
 539
 540
 541
 542
 543
 544
 545
 546
 547
 548
 549
 550
 551
 552
 553
 554
 555
 556
 557
 558
 559
 560
 561
 562
 563
 564
 565
 566
 567
 568
 569
 570
 571
 572
 573
 574
 575
 576
 577
 578
 579
 580
 581
 582
 583
 584
 585
 586
 587
 588
 589
 590
 591
 592
 593
 594
 595
 596
 597
 598
 599
 600
 601
 602
 603
 604
 605
 606
 607
 608
 609
 610
 611
 612
 613
 614
 615
 616
 617
 618
 619
 620
 621
 622
 623
 624
 625
 626
 627
 628
 629
 630
 631
 632
 633
 634
 635
 636
 637
 638
 639
 640
 641
 642
 643
 644
 645
 646
 647
 648
 649
 650
 651
 652
 653
 654
 655
 656
 657
 658
 659
 660
 661
 662
 663
 664
 665
 666
 667
 668
 669
 670
 671
 672
 673
 674
 675
 676
 677
 678
 679
 680
 681
 682
 683
 684
 685
 686
 687
 688
 689
 690
 691
 692
 693
 694
 695
 696
 697
 698
 699
 700
 701
 702
 703
 704
 705
 706
 707
 708
 709
 710
 711
 712
 713
 714
 715
 716
 717
 718
 719
 720
 721
 722
 723
 724
 725
 726
 727
 728
 729
 730
 731
 732
 733
 734
 735
 736
 737
 738
 739
 740
 741
 742
 743
 744
 745
 746
 747
 748
 749
 750
 751
 752
 753
 754
 755
 756
 757
 758
 759
 760
 761
 762
 763
 764
 765
 766
 767
 768
 769
 770
 771
 772
 773
 774
 775
 776
 777
 778
 779
 780
 781
 782
 783
 784
 785
 786
 787
 788
 789
 790
 791
 792
 793
 794
 795
 796
 797
 798
 799
 800
 801
 802
 803
 804
 805
 806
 807
 808
 809
 810
 811
 812
 813
 814
 815
 816
 817
 818
 819
 820
 821
 822
 823
 824
 825
 826
 827
 828
 829
 830
 831
 832
 833
 834
 835
 836
 837
 838
 839
 840
 841
 842
 843
 844
 845
 846
 847
 848
 849
 850
 851
 852
 853
 854
 855
 856
 857
 858
 859
 860
 861
 862
 863
 864
 865
 866
 867
 868
 869
 870
 871
 872
 873
 874
 875
 876
 877
 878
 879
 880
 881
 882
 883
 884
 885
 886
 887
 888
 889
 890
 891
 892
 893
 894
 895
 896
 897
 898
 899
 900
 901
 902
 903
 904
 905
 906
 907
 908
 909
 910
 911
 912
 913
 914
 915
 916
 917
 918
 919
 920
 921
 922
 923
 924
 925
 926
 927
 928
 929
 930
 931
 932
 933
 934
 935
 936
 937
 938
 939
 940
 941
 942
 943
 944
 945
 946
 947
 948
 949
 950
 951
 952
 953
 954
 955
 956
 957
 958
 959
 960
 961
 962
 963
 964
 965
 966
 967
 968
 969
 970
 971
 972
 973
 974
 975
 976
 977
 978
 979
 980
 981
 982
 983
 984
 985
 986
 987
 988
 989
 990
 991
 992
 993
 994
 995
 996
 997
 998
 999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
1443
1444
1445
1446
1447
1448
1449
1450
1451
1452
1453
1454
1455
1456
1457
1458
1459
1460
1461
1462
1463
1464
1465
1466
1467
1468
1469
1470
1471
1472
1473
1474
1475
1476
1477
1478
1479
1480
1481
1482
1483
1484
1485
1486
1487
1488
1489
1490
1491
1492
1493
1494
1495
1496
1497
1498
1499
1500
1501
1502
1503
1504
1505
1506
1507
1508
1509
1510
1511
1512
1513
1514
1515
1516
1517
1518
1519
1520
1521
1522
1523
1524
1525
1526
1527
1528
1529
1530
1531
1532
1533
1534
1535
1536
1537
1538
1539
1540
1541
1542
1543
1544
1545
1546
1547
/*
 * This file is part of OpenTTD.
 * 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.
 * 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.
 * 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/>.
 */

/** @file openttd.cpp Functions related to starting OpenTTD. */

#include "stdafx.h"

#include "blitter/factory.hpp"
#include "sound/sound_driver.hpp"
#include "music/music_driver.hpp"
#include "video/video_driver.hpp"
#include "mixer.h"

#include "fontcache.h"
#include "error.h"
#include "error_func.h"
#include "gui.h"

#include "base_media_base.h"
#include "saveload/saveload.h"
#include "company_cmd.h"
#include "company_func.h"
#include "command_func.h"
#include "news_func.h"
#include "fios.h"
#include "aircraft.h"
#include "roadveh.h"
#include "train.h"
#include "ship.h"
#include "console_func.h"
#include "screenshot.h"
#include "network/network.h"
#include "network/network_func.h"
#include "ai/ai.hpp"
#include "ai/ai_config.hpp"
#include "settings_func.h"
#include "genworld.h"
#include "progress.h"
#include "strings_func.h"
#include "vehicle_func.h"
#include "gamelog.h"
#include "animated_tile_func.h"
#include "roadstop_base.h"
#include "elrail_func.h"
#include "rev.h"
#include "highscore.h"
#include "station_base.h"
#include "crashlog.h"
#include "engine_func.h"
#include "core/random_func.hpp"
#include "rail_gui.h"
#include "road_gui.h"
#include "core/backup_type.hpp"
#include "hotkeys.h"
#include "newgrf.h"
#include "misc/getoptdata.h"
#include "game/game.hpp"
#include "game/game_config.hpp"
#include "town.h"
#include "subsidy_func.h"
#include "gfx_layout.h"
#include "viewport_func.h"
#include "viewport_sprite_sorter.h"
#include "framerate_type.h"
#include "industry.h"
#include "network/network_gui.h"
#include "network/network_survey.h"
#include "misc_cmd.h"
#include "timer/timer.h"
#include "timer/timer_game_calendar.h"
#include "timer/timer_game_realtime.h"
#include "timer/timer_game_tick.h"

#include "linkgraph/linkgraphschedule.h"

#include <system_error>

#include "safeguards.h"

#ifdef __EMSCRIPTEN__
#	include <emscripten.h>
#	include <emscripten/html5.h>
#endif

void CallLandscapeTick();
void DoPaletteAnimations();
void MusicLoop();
void CallWindowGameTickEvent();
bool HandleBootstrap();

extern void AfterLoadCompanyStats();
extern Company *DoStartupNewCompany(bool is_ai, CompanyID company = INVALID_COMPANY);
extern void OSOpenBrowser(const std::string &url);
extern void RebuildTownCaches();
extern void ShowOSErrorBox(const char *buf, bool system);
extern std::string _config_file;

bool _save_config = false;
bool _request_newgrf_scan = false;
NewGRFScanCallback *_request_newgrf_scan_callback = nullptr;

/**
 * Error handling for fatal user errors.
 * @param str the string to print.
 * @note Does NEVER return.
 */
void UserErrorI(const std::string &str)
{
	ShowOSErrorBox(str.c_str(), false);
	if (VideoDriver::GetInstance() != nullptr) VideoDriver::GetInstance()->Stop();

#ifdef __EMSCRIPTEN__
	emscripten_exit_pointerlock();
	/* In effect, the game ends here. As emscripten_set_main_loop() caused
	 * the stack to be unwound, the code after MainLoop() in
	 * openttd_main() is never executed. */
	EM_ASM(if (window["openttd_abort"]) openttd_abort());
#endif

	_exit(1);
}

/**
 * Error handling for fatal non-user errors.
 * @param str the string to print.
 * @note Does NEVER return.
 */
void FatalErrorI(const std::string &str)
{
	if (VideoDriver::GetInstance() == nullptr || VideoDriver::GetInstance()->HasGUI()) {
		ShowOSErrorBox(str.c_str(), true);
	}

	/* Set the error message for the crash log and then invoke it. */
	CrashLog::SetErrorMessage(str);
	abort();
}

/**
 * Show the help message when someone passed a wrong parameter.
 */
static void ShowHelp()
{
	std::string str;
	str.reserve(8192);

	std::back_insert_iterator<std::string> output_iterator = std::back_inserter(str);
	fmt::format_to(output_iterator, "OpenTTD {}\n", _openttd_revision);
	str +=
		"\n"
		"\n"
		"Command line options:\n"
		"  -v drv              = Set video driver (see below)\n"
		"  -s drv              = Set sound driver (see below)\n"
		"  -m drv              = Set music driver (see below)\n"
		"  -b drv              = Set the blitter to use (see below)\n"
		"  -r res              = Set resolution (for instance 800x600)\n"
		"  -h                  = Display this help text\n"
		"  -t year             = Set starting year\n"
		"  -d [[fac=]lvl[,...]]= Debug mode\n"
		"  -e                  = Start Editor\n"
		"  -g [savegame]       = Start new/save game immediately\n"
		"  -G seed             = Set random seed\n"
		"  -n host[:port][#company]= Join network game\n"
		"  -p password         = Password to join server\n"
		"  -P password         = Password to join company\n"
		"  -D [host][:port]    = Start dedicated server\n"
#if !defined(_WIN32)
		"  -f                  = Fork into the background (dedicated only)\n"
#endif
		"  -I graphics_set     = Force the graphics set (see below)\n"
		"  -S sounds_set       = Force the sounds set (see below)\n"
		"  -M music_set        = Force the music set (see below)\n"
		"  -c config_file      = Use 'config_file' instead of 'openttd.cfg'\n"
		"  -x                  = Never save configuration changes to disk\n"
		"  -X                  = Don't use global folders to search for files\n"
		"  -q savegame         = Write some information about the savegame and exit\n"
		"  -Q                  = Don't scan for/load NewGRF files on startup\n"
		"  -QQ                 = Disable NewGRF scanning/loading entirely\n"
		"\n";

	/* List the graphics packs */
	BaseGraphics::GetSetsList(output_iterator);

	/* List the sounds packs */
	BaseSounds::GetSetsList(output_iterator);

	/* List the music packs */
	BaseMusic::GetSetsList(output_iterator);

	/* List the drivers */
	DriverFactoryBase::GetDriversInfo(output_iterator);

	/* List the blitters */
	BlitterFactory::GetBlittersInfo(output_iterator);

	/* List the debug facilities. */
	DumpDebugFacilityNames(output_iterator);

	/* We need to initialize the AI, so it finds the AIs */
	AI::Initialize();
	AI::GetConsoleList(output_iterator, true);
	AI::Uninitialize(true);

	/* We need to initialize the GameScript, so it finds the GSs */
	Game::Initialize();
	Game::GetConsoleList(output_iterator, true);
	Game::Uninitialize(true);

	/* ShowInfo put output to stderr, but version information should go
	 * to stdout; this is the only exception */
#if !defined(_WIN32)
	fmt::print("{}\n", str);
#else
	ShowInfoI(str);
#endif
}

static void WriteSavegameInfo(const std::string &name)
{
	extern SaveLoadVersion _sl_version;
	uint32_t last_ottd_rev = 0;
	byte ever_modified = 0;
	bool removed_newgrfs = false;

	_gamelog.Info(&last_ottd_rev, &ever_modified, &removed_newgrfs);

	std::string message;
	message.reserve(1024);
	fmt::format_to(std::back_inserter(message), "Name:         {}\n", name);
	fmt::format_to(std::back_inserter(message), "Savegame ver: {}\n", _sl_version);
	fmt::format_to(std::back_inserter(message), "NewGRF ver:   0x{:08X}\n", last_ottd_rev);
	fmt::format_to(std::back_inserter(message), "Modified:     {}\n", ever_modified);

	if (removed_newgrfs) {
		fmt::format_to(std::back_inserter(message), "NewGRFs have been removed\n");
	}

	message += "NewGRFs:\n";
	if (_load_check_data.HasNewGrfs()) {
		for (GRFConfig *c = _load_check_data.grfconfig; c != nullptr; c = c->next) {
			fmt::format_to(std::back_inserter(message), "{:08X} {} {}\n", c->ident.grfid,
				FormatArrayAsHex(HasBit(c->flags, GCF_COMPATIBLE) ? c->original_md5sum : c->ident.md5sum), c->filename);
		}
	}

	/* ShowInfo put output to stderr, but version information should go
	 * to stdout; this is the only exception */
#if !defined(_WIN32)
	fmt::print("{}\n", message);
#else
	ShowInfoI(message);
#endif
}


/**
 * Extract the resolution from the given string and store
 * it in the 'res' parameter.
 * @param res variable to store the resolution in.
 * @param s   the string to decompose.
 */
static void ParseResolution(Dimension *res, const char *s)
{
	const char *t = strchr(s, 'x');
	if (t == nullptr) {
		ShowInfo("Invalid resolution '{}'", s);
		return;
	}

	res->width  = std::max(std::strtoul(s, nullptr, 0), 64UL);
	res->height = std::max(std::strtoul(t + 1, nullptr, 0), 64UL);
}


/**
 * Uninitializes drivers, frees allocated memory, cleans pools, ...
 * Generally, prepares the game for shutting down
 */
static void ShutdownGame()
{
	IConsoleFree();

	if (_network_available) NetworkShutDown(); // Shut down the network and close any open connections

	DriverFactoryBase::ShutdownDrivers();

	UnInitWindowSystem();

	/* stop the scripts */
	AI::Uninitialize(false);
	Game::Uninitialize(false);

	/* Uninitialize variables that are allocated dynamically */
	_gamelog.Reset();

	LinkGraphSchedule::Clear();
	PoolBase::Clean(PT_ALL);

	/* No NewGRFs were loaded when it was still bootstrapping. */
	if (_game_mode != GM_BOOTSTRAP) ResetNewGRFData();

	UninitFontCache();
}

/**
 * Load the introduction game.
 * @param load_newgrfs Whether to load the NewGRFs or not.
 */
static void LoadIntroGame(bool load_newgrfs = true)
{
	_game_mode = GM_MENU;

	if (load_newgrfs) ResetGRFConfig(false);

	/* Setup main window */
	ResetWindowSystem();
	SetupColoursAndInitialWindow();

	/* Load the default opening screen savegame */
	if (SaveOrLoad("opntitle.dat", SLO_LOAD, DFT_GAME_FILE, BASESET_DIR) != SL_OK) {
		GenerateWorld(GWM_EMPTY, 64, 64); // if failed loading, make empty world.
		SetLocalCompany(COMPANY_SPECTATOR);
	} else {
		SetLocalCompany(COMPANY_FIRST);
	}

	FixTitleGameZoom();
	_pause_mode = PM_UNPAUSED;
	_cursor.fix_at = false;

	CheckForMissingGlyphs();

	MusicLoop(); // ensure music is correct
}

void MakeNewgameSettingsLive()
{
	for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
		if (_settings_game.ai_config[c] != nullptr) {
			delete _settings_game.ai_config[c];
		}
	}
	if (_settings_game.game_config != nullptr) {
		delete _settings_game.game_config;
	}

	/* Copy newgame settings to active settings.
	 * Also initialise old settings needed for savegame conversion. */
	_settings_game = _settings_newgame;
	_old_vds = _settings_client.company.vehicle;

	for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
		_settings_game.ai_config[c] = nullptr;
		if (_settings_newgame.ai_config[c] != nullptr) {
			_settings_game.ai_config[c] = new AIConfig(_settings_newgame.ai_config[c]);
			if (!AIConfig::GetConfig(c, AIConfig::SSS_FORCE_GAME)->HasScript()) {
				AIConfig::GetConfig(c, AIConfig::SSS_FORCE_GAME)->Change(std::nullopt);
			}
		}
	}
	_settings_game.game_config = nullptr;
	if (_settings_newgame.game_config != nullptr) {
		_settings_game.game_config = new GameConfig(_settings_newgame.game_config);
	}
}

void OpenBrowser(const std::string &url)
{
	/* Make sure we only accept urls that are sure to open a browser. */
	if (StrStartsWith(url, "http://") || StrStartsWith(url, "https://")) {
		OSOpenBrowser(url);
	}
}

/** Callback structure of statements to be executed after the NewGRF scan. */
struct AfterNewGRFScan : NewGRFScanCallback {
	TimerGameCalendar::Year startyear = CalendarTime::INVALID_YEAR; ///< The start year.
	uint32_t generation_seed = GENERATE_NEW_SEED; ///< Seed for the new game.
	std::string dedicated_host;                 ///< Hostname for the dedicated server.
	uint16_t dedicated_port = 0;                  ///< Port for the dedicated server.
	std::string connection_string;              ///< Information about the server to connect to
	std::string join_server_password;           ///< The password to join the server with.
	std::string join_company_password;          ///< The password to join the company with.
	bool save_config = true;                    ///< The save config setting.

	/**
	 * Create a new callback.
	 */
	AfterNewGRFScan()
	{
		/* Visual C++ 2015 fails compiling this line (AfterNewGRFScan::generation_seed undefined symbol)
		 * if it's placed outside a member function, directly in the struct body. */
		static_assert(sizeof(generation_seed) == sizeof(_settings_game.game_creation.generation_seed));
	}

	void OnNewGRFsScanned() override
	{
		ResetGRFConfig(false);

		TarScanner::DoScan(TarScanner::SCENARIO);

		AI::Initialize();
		Game::Initialize();

		/* We want the new (correct) NewGRF count to survive the loading. */
		uint last_newgrf_count = _settings_client.gui.last_newgrf_count;
		LoadFromConfig();
		_settings_client.gui.last_newgrf_count = last_newgrf_count;
		/* Since the default for the palette might have changed due to
		 * reading the configuration file, recalculate that now. */
		UpdateNewGRFConfigPalette();

		Game::Uninitialize(true);
		AI::Uninitialize(true);
		LoadFromHighScore();
		LoadHotkeysFromConfig();
		WindowDesc::LoadFromConfig();

		/* We have loaded the config, so we may possibly save it. */
		_save_config = save_config;

		/* restore saved music and effects volumes */
		MusicDriver::GetInstance()->SetVolume(_settings_client.music.music_vol);
		SetEffectVolume(_settings_client.music.effect_vol);

		if (startyear != CalendarTime::INVALID_YEAR) IConsoleSetSetting("game_creation.starting_year", startyear.base());
		if (generation_seed != GENERATE_NEW_SEED) _settings_newgame.game_creation.generation_seed = generation_seed;

		if (!dedicated_host.empty()) {
			_network_bind_list.clear();
			_network_bind_list.emplace_back(dedicated_host);
		}
		if (dedicated_port != 0) _settings_client.network.server_port = dedicated_port;

		/* initialize the ingame console */
		IConsoleInit();
		InitializeGUI();
		IConsoleCmdExec("exec scripts/autoexec.scr 0");

		/* Make sure _settings is filled with _settings_newgame if we switch to a game directly */
		if (_switch_mode != SM_NONE) MakeNewgameSettingsLive();

		if (_network_available && !connection_string.empty()) {
			LoadIntroGame();
			_switch_mode = SM_NONE;

			NetworkClientConnectGame(connection_string, COMPANY_NEW_COMPANY, join_server_password, join_company_password);
		}

		/* After the scan we're not used anymore. */
		delete this;
	}
};

void PostMainLoop()
{
	WaitTillSaved();

	/* only save config if we have to */
	if (_save_config) {
		SaveToConfig();
		SaveHotkeysToConfig();
		WindowDesc::SaveToConfig();
		SaveToHighScore();
	}

	/* Reset windowing system, stop drivers, free used memory, ... */
	ShutdownGame();
}

#if defined(UNIX)
extern void DedicatedFork();
#endif

/** Options of OpenTTD. */
static const OptionData _options[] = {
	 GETOPT_SHORT_VALUE('I'),
	 GETOPT_SHORT_VALUE('S'),
	 GETOPT_SHORT_VALUE('M'),
	 GETOPT_SHORT_VALUE('m'),
	 GETOPT_SHORT_VALUE('s'),
	 GETOPT_SHORT_VALUE('v'),
	 GETOPT_SHORT_VALUE('b'),
	GETOPT_SHORT_OPTVAL('D'),
	 GETOPT_SHORT_VALUE('n'),
	 GETOPT_SHORT_VALUE('p'),
	 GETOPT_SHORT_VALUE('P'),
#if !defined(_WIN32)
	 GETOPT_SHORT_NOVAL('f'),
#endif
	 GETOPT_SHORT_VALUE('r'),
	 GETOPT_SHORT_VALUE('t'),
	GETOPT_SHORT_OPTVAL('d'),
	 GETOPT_SHORT_NOVAL('e'),
	GETOPT_SHORT_OPTVAL('g'),
	 GETOPT_SHORT_VALUE('G'),
	 GETOPT_SHORT_VALUE('c'),
	 GETOPT_SHORT_NOVAL('x'),
	 GETOPT_SHORT_NOVAL('X'),
	 GETOPT_SHORT_VALUE('q'),
	 GETOPT_SHORT_NOVAL('h'),
	 GETOPT_SHORT_NOVAL('Q'),
	GETOPT_END()
};

/**
 * Main entry point for this lovely game.
 * @param argc The number of arguments passed to this game.
 * @param argv The values of the arguments.
 * @return 0 when there is no error.
 */
int openttd_main(int argc, char *argv[])
{
	std::string musicdriver;
	std::string sounddriver;
	std::string videodriver;
	std::string blitter;
	std::string graphics_set;
	std::string sounds_set;
	std::string music_set;
	Dimension resolution = {0, 0};
	std::unique_ptr<AfterNewGRFScan> scanner(new AfterNewGRFScan());
	bool dedicated = false;
	bool only_local_path = false;

	extern bool _dedicated_forks;
	_dedicated_forks = false;

	_game_mode = GM_MENU;
	_switch_mode = SM_MENU;

	GetOptData mgo(argc - 1, argv + 1, _options);
	int ret = 0;

	int i;
	while ((i = mgo.GetOpt()) != -1) {
		switch (i) {
		case 'I': graphics_set = mgo.opt; break;
		case 'S': sounds_set = mgo.opt; break;
		case 'M': music_set = mgo.opt; break;
		case 'm': musicdriver = mgo.opt; break;
		case 's': sounddriver = mgo.opt; break;
		case 'v': videodriver = mgo.opt; break;
		case 'b': blitter = mgo.opt; break;
		case 'D':
			musicdriver = "null";
			sounddriver = "null";
			videodriver = "dedicated";
			blitter = "null";
			dedicated = true;
			SetDebugString("net=4", ShowInfoI);
			if (mgo.opt != nullptr) {
				scanner->dedicated_host = ParseFullConnectionString(mgo.opt, scanner->dedicated_port);
			}
			break;
		case 'f': _dedicated_forks = true; break;
		case 'n':
			scanner->connection_string = mgo.opt; // host:port#company parameter
			break;
		case 'p':
			scanner->join_server_password = mgo.opt;
			break;
		case 'P':
			scanner->join_company_password = mgo.opt;
			break;
		case 'r': ParseResolution(&resolution, mgo.opt); break;
		case 't': scanner->startyear = atoi(mgo.opt); break;
		case 'd': {
#if defined(_WIN32)
				CreateConsole();
#endif
				if (mgo.opt != nullptr) SetDebugString(mgo.opt, ShowInfoI);
				break;
			}
		case 'e': _switch_mode = (_switch_mode == SM_LOAD_GAME || _switch_mode == SM_LOAD_SCENARIO ? SM_LOAD_SCENARIO : SM_EDITOR); break;
		case 'g':
			if (mgo.opt != nullptr) {
				_file_to_saveload.name = mgo.opt;
				bool is_scenario = _switch_mode == SM_EDITOR || _switch_mode == SM_LOAD_SCENARIO;
				_switch_mode = is_scenario ? SM_LOAD_SCENARIO : SM_LOAD_GAME;
				_file_to_saveload.SetMode(SLO_LOAD, is_scenario ? FT_SCENARIO : FT_SAVEGAME, DFT_GAME_FILE);

				/* if the file doesn't exist or it is not a valid savegame, let the saveload code show an error */
				auto t = _file_to_saveload.name.find_last_of('.');
				if (t != std::string::npos) {
					auto [ft, _] = FiosGetSavegameListCallback(SLO_LOAD, _file_to_saveload.name, _file_to_saveload.name.substr(t));
					if (ft != FIOS_TYPE_INVALID) _file_to_saveload.SetMode(ft);
				}

				break;
			}

			_switch_mode = SM_NEWGAME;
			/* Give a random map if no seed has been given */
			if (scanner->generation_seed == GENERATE_NEW_SEED) {
				scanner->generation_seed = InteractiveRandom();
			}
			break;
		case 'q': {
			DeterminePaths(argv[0], only_local_path);
			if (StrEmpty(mgo.opt)) {
				ret = 1;
				return ret;
			}

			auto [_, title] = FiosGetSavegameListCallback(SLO_LOAD, mgo.opt, strrchr(mgo.opt, '.'));

			_load_check_data.Clear();
			SaveOrLoadResult res = SaveOrLoad(mgo.opt, SLO_CHECK, DFT_GAME_FILE, SAVE_DIR, false);
			if (res != SL_OK || _load_check_data.HasErrors()) {
				fmt::print(stderr, "Failed to open savegame\n");
				if (_load_check_data.HasErrors()) {
					InitializeLanguagePacks(); // A language pack is needed for GetString()
					SetDParamStr(0, _load_check_data.error_msg);
					fmt::print(stderr, "{}\n", GetString(_load_check_data.error));
				}
				return ret;
			}

			WriteSavegameInfo(title);
			return ret;
		}
		case 'Q': {
			extern int _skip_all_newgrf_scanning;
			_skip_all_newgrf_scanning += 1;
			break;
		}
		case 'G': scanner->generation_seed = std::strtoul(mgo.opt, nullptr, 10); break;
		case 'c': _config_file = mgo.opt; break;
		case 'x': scanner->save_config = false; break;
		case 'X': only_local_path = true; break;
		case 'h':
			i = -2; // Force printing of help.
			break;
		}
		if (i == -2) break;
	}

	if (i == -2 || mgo.numleft > 0) {
		/* Either the user typed '-h', they made an error, or they added unrecognized command line arguments.
		 * In all cases, print the help, and exit.
		 *
		 * The next two functions are needed to list the graphics sets. We can't do them earlier
		 * because then we cannot show it on the debug console as that hasn't been configured yet. */
		DeterminePaths(argv[0], only_local_path);
		TarScanner::DoScan(TarScanner::BASESET);
		BaseGraphics::FindSets();
		BaseSounds::FindSets();
		BaseMusic::FindSets();
		ShowHelp();
		return ret;
	}

	DeterminePaths(argv[0], only_local_path);
	TarScanner::DoScan(TarScanner::BASESET);

	if (dedicated) Debug(net, 3, "Starting dedicated server, version {}", _openttd_revision);
	if (_dedicated_forks && !dedicated) _dedicated_forks = false;

#if defined(UNIX)
	/* We must fork here, or we'll end up without some resources we need (like sockets) */
	if (_dedicated_forks) DedicatedFork();
#endif

	LoadFromConfig(true);

	if (resolution.width != 0) _cur_resolution = resolution;

	/* Limit width times height times bytes per pixel to fit a 32 bit
	 * integer, This way all internal drawing routines work correctly.
	 * A resolution that has one component as 0 is treated as a marker to
	 * auto-detect a good window size. */
	_cur_resolution.width  = std::min(_cur_resolution.width, UINT16_MAX / 2u);
	_cur_resolution.height = std::min(_cur_resolution.height, UINT16_MAX / 2u);

	/* Assume the cursor starts within the game as not all video drivers
	 * get an event that the cursor is within the window when it is opened.
	 * Saying the cursor is there makes no visible difference as it would
	 * just be out of the bounds of the window. */
	_cursor.in_window = true;

	/* enumerate language files */
	InitializeLanguagePacks();

	/* Initialize the font cache */
	InitFontCache(false);

	/* This must be done early, since functions use the SetWindowDirty* calls */
	InitWindowSystem();

	BaseGraphics::FindSets();
	bool valid_graphics_set;
	if (!graphics_set.empty()) {
		valid_graphics_set = BaseGraphics::SetSetByName(graphics_set);
	} else if (BaseGraphics::ini_data.shortname != 0) {
		graphics_set = BaseGraphics::ini_data.name;
		valid_graphics_set = BaseGraphics::SetSetByShortname(BaseGraphics::ini_data.shortname);
		if (valid_graphics_set && !BaseGraphics::ini_data.extra_params.empty()) {
			GRFConfig &extra_cfg = BaseGraphics::GetUsedSet()->GetOrCreateExtraConfig();
			if (extra_cfg.IsCompatible(BaseGraphics::ini_data.extra_version)) {
				extra_cfg.SetParams(BaseGraphics::ini_data.extra_params);
			}
		}
	} else if (!BaseGraphics::ini_data.name.empty()) {
		graphics_set = BaseGraphics::ini_data.name;
		valid_graphics_set = BaseGraphics::SetSetByName(BaseGraphics::ini_data.name);
	} else {
		valid_graphics_set = true;
		BaseGraphics::SetSet(nullptr); // ignore error, continue to bootstrap GUI
	}
	if (!valid_graphics_set) {
		BaseGraphics::SetSet(nullptr);

		ErrorMessageData msg(STR_CONFIG_ERROR, STR_CONFIG_ERROR_INVALID_BASE_GRAPHICS_NOT_FOUND);
		msg.SetDParamStr(0, graphics_set);
		ScheduleErrorMessage(msg);
	}

	/* Initialize game palette */
	GfxInitPalettes();

	Debug(misc, 1, "Loading blitter...");
	if (blitter.empty() && !_ini_blitter.empty()) blitter = _ini_blitter;
	_blitter_autodetected = blitter.empty();
	/* Activate the initial blitter.
	 * This is only some initial guess, after NewGRFs have been loaded SwitchNewGRFBlitter may switch to a different one.
	 *  - Never guess anything, if the user specified a blitter. (_blitter_autodetected)
	 *  - Use 32bpp blitter if baseset or 8bpp-support settings says so.
	 *  - Use 8bpp blitter otherwise.
	 */
	if (!_blitter_autodetected ||
			(_support8bpp != S8BPP_NONE && (BaseGraphics::GetUsedSet() == nullptr || BaseGraphics::GetUsedSet()->blitter == BLT_8BPP)) ||
			BlitterFactory::SelectBlitter("32bpp-anim") == nullptr) {
		if (BlitterFactory::SelectBlitter(blitter) == nullptr) {
			blitter.empty() ?
				UserError("Failed to autoprobe blitter") :
				UserError("Failed to select requested blitter '{}'; does it exist?", blitter);
		}
	}

	if (videodriver.empty() && !_ini_videodriver.empty()) videodriver = _ini_videodriver;
	DriverFactoryBase::SelectDriver(videodriver, Driver::DT_VIDEO);

	InitializeSpriteSorter();

	/* Initialize the zoom level of the screen to normal */
	_screen.zoom = ZOOM_LVL_NORMAL;

	/* The video driver is now selected, now initialise GUI zoom */
	AdjustGUIZoom(false);

	NetworkStartUp(); // initialize network-core

	if (!HandleBootstrap()) {
		ShutdownGame();
		return ret;
	}

	VideoDriver::GetInstance()->ClaimMousePointer();

	/* initialize screenshot formats */
	InitializeScreenshotFormats();

	BaseSounds::FindSets();
	if (sounds_set.empty() && !BaseSounds::ini_set.empty()) sounds_set = BaseSounds::ini_set;
	if (!BaseSounds::SetSetByName(sounds_set)) {
		if (sounds_set.empty() || !BaseSounds::SetSet({})) {
			UserError("Failed to find a sounds set. Please acquire a sounds set for OpenTTD. See section 1.4 of README.md.");
		} else {
			ErrorMessageData msg(STR_CONFIG_ERROR, STR_CONFIG_ERROR_INVALID_BASE_SOUNDS_NOT_FOUND);
			msg.SetDParamStr(0, sounds_set);
			ScheduleErrorMessage(msg);
		}
	}

	BaseMusic::FindSets();
	if (music_set.empty() && !BaseMusic::ini_set.empty()) music_set = BaseMusic::ini_set;
	if (!BaseMusic::SetSetByName(music_set)) {
		if (music_set.empty() || !BaseMusic::SetSet({})) {
			UserError("Failed to find a music set. Please acquire a music set for OpenTTD. See section 1.4 of README.md.");
		} else {
			ErrorMessageData msg(STR_CONFIG_ERROR, STR_CONFIG_ERROR_INVALID_BASE_MUSIC_NOT_FOUND);
			msg.SetDParamStr(0, music_set);
			ScheduleErrorMessage(msg);
		}
	}

	if (sounddriver.empty() && !_ini_sounddriver.empty()) sounddriver = _ini_sounddriver;
	DriverFactoryBase::SelectDriver(sounddriver, Driver::DT_SOUND);

	if (musicdriver.empty() && !_ini_musicdriver.empty()) musicdriver = _ini_musicdriver;
	DriverFactoryBase::SelectDriver(musicdriver, Driver::DT_MUSIC);

	GenerateWorld(GWM_EMPTY, 64, 64); // Make the viewport initialization happy
	LoadIntroGame(false);

	CheckForMissingGlyphs();

	/* ScanNewGRFFiles now has control over the scanner. */
	RequestNewGRFScan(scanner.release());

	VideoDriver::GetInstance()->MainLoop();

	PostMainLoop();
	return ret;
}

void HandleExitGameRequest()
{
	if (_game_mode == GM_MENU || _game_mode == GM_BOOTSTRAP) { // do not ask to quit on the main screen
		_exit_game = true;
	} else if (_settings_client.gui.autosave_on_exit) {
		DoExitSave();
		_survey.Transmit(NetworkSurveyHandler::Reason::EXIT, true);
		_exit_game = true;
	} else {
		AskExitGame();
	}
}

/**
 * Triggers everything required to set up a saved scenario for a new game.
 */
static void OnStartScenario()
{
	/* Reset engine pool to simplify changing engine NewGRFs in scenario editor. */
	EngineOverrideManager::ResetToCurrentNewGRFConfig();

	/* Make sure all industries were built "this year", to avoid too early closures. (#9918) */
	for (Industry *i : Industry::Iterate()) {
		i->last_prod_year = TimerGameCalendar::year;
	}
}

/**
 * Triggers everything that should be triggered when starting a game.
 * @param dedicated_server Whether this is a dedicated server or not.
 */
static void OnStartGame(bool dedicated_server)
{
	/* Update the local company for a loaded game. It is either the first available company
	 * or in the case of a dedicated server, a spectator */
	SetLocalCompany(dedicated_server ? COMPANY_SPECTATOR : GetFirstPlayableCompanyID());

	/* Update the static game info to set the values from the new game. */
	NetworkServerUpdateGameInfo();
	/* Execute the game-start script */
	IConsoleCmdExec("exec scripts/game_start.scr 0");
}

static void MakeNewGameDone()
{
	SettingsDisableElrail(_settings_game.vehicle.disable_elrails);

	/* In a dedicated server, the server does not play */
	if (!VideoDriver::GetInstance()->HasGUI()) {
		OnStartGame(true);
		if (_settings_client.gui.pause_on_newgame) Command<CMD_PAUSE>::Post(PM_PAUSED_NORMAL, true);
		return;
	}

	/* Create a single company */
	DoStartupNewCompany(false);

	Company *c = Company::Get(COMPANY_FIRST);
	c->settings = _settings_client.company;

	/* Overwrite color from settings if needed
	 * COLOUR_END corresponds to Random colour */

	if (_settings_client.gui.starting_colour != COLOUR_END) {
		c->colour = _settings_client.gui.starting_colour;
		ResetCompanyLivery(c);
		_company_colours[c->index] = (Colours)c->colour;
	}

	if (_settings_client.gui.starting_colour_secondary != COLOUR_END && HasBit(_loaded_newgrf_features.used_liveries, LS_DEFAULT)) {
		Command<CMD_SET_COMPANY_COLOUR>::Post(LS_DEFAULT, false, (Colours)_settings_client.gui.starting_colour_secondary);
	}

	OnStartGame(false);

	InitializeRailGUI();
	InitializeRoadGUI();

	/* We are the server, we start a new company (not dedicated),
	 * so set the default password *if* needed. */
	if (_network_server && !_settings_client.network.default_company_pass.empty()) {
		NetworkChangeCompanyPassword(_local_company, _settings_client.network.default_company_pass);
	}

	if (_settings_client.gui.pause_on_newgame) Command<CMD_PAUSE>::Post(PM_PAUSED_NORMAL, true);

	CheckEngines();
	CheckIndustries();
	MarkWholeScreenDirty();

	if (_network_server && !_network_dedicated) ShowClientList();
}

static void MakeNewGame(bool from_heightmap, bool reset_settings)
{
	_game_mode = GM_NORMAL;
	if (!from_heightmap) {
		/* "reload" command needs to know what mode we were in. */
		_file_to_saveload.SetMode(SLO_INVALID, FT_INVALID, DFT_INVALID);
	}

	ResetGRFConfig(true);

	GenerateWorldSetCallback(&MakeNewGameDone);
	GenerateWorld(from_heightmap ? GWM_HEIGHTMAP : GWM_NEWGAME, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y, reset_settings);
}

static void MakeNewEditorWorldDone()
{
	SetLocalCompany(OWNER_NONE);
}

static void MakeNewEditorWorld()
{
	_game_mode = GM_EDITOR;
	/* "reload" command needs to know what mode we were in. */
	_file_to_saveload.SetMode(SLO_INVALID, FT_INVALID, DFT_INVALID);

	ResetGRFConfig(true);

	GenerateWorldSetCallback(&MakeNewEditorWorldDone);
	GenerateWorld(GWM_EMPTY, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
}

/**
 * Load the specified savegame but on error do different things.
 * If loading fails due to corrupt savegame, bad version, etc. go back to
 * a previous correct state. In the menu for example load the intro game again.
 * @param filename file to be loaded
 * @param fop mode of loading, always SLO_LOAD
 * @param newgm switch to this mode of loading fails due to some unknown error
 * @param subdir default directory to look for filename, set to 0 if not needed
 * @param lf Load filter to use, if nullptr: use filename + subdir.
 */
bool SafeLoad(const std::string &filename, SaveLoadOperation fop, DetailedFileType dft, GameMode newgm, Subdirectory subdir, struct LoadFilter *lf = nullptr)
{
	assert(fop == SLO_LOAD);
	assert(dft == DFT_GAME_FILE || (lf == nullptr && dft == DFT_OLD_GAME_FILE));
	GameMode ogm = _game_mode;

	_game_mode = newgm;

	SaveOrLoadResult result = (lf == nullptr) ? SaveOrLoad(filename, fop, dft, subdir) : LoadWithFilter(lf);
	if (result == SL_OK) return true;

	if (_network_dedicated && ogm == GM_MENU) {
		/*
		 * If we are a dedicated server *and* we just were in the menu, then we
		 * are loading the first savegame. If that fails, not starting the
		 * server is a better reaction than starting the server with a newly
		 * generated map as it is quite likely to be started from a script.
		 */
		Debug(net, 0, "Loading requested map failed; closing server.");
		_exit_game = true;
		return false;
	}

	if (result != SL_REINIT) {
		_game_mode = ogm;
		return false;
	}

	if (_network_dedicated) {
		/*
		 * If we are a dedicated server, have already loaded/started a game,
		 * and then loading the savegame fails in a manner that we need to
		 * reinitialize everything. We must not fall back into the menu mode
		 * with the intro game, as that is unjoinable by clients. So there is
		 * nothing else to do than start a new game, as it might have failed
		 * trying to reload the originally loaded savegame/scenario.
		 */
		Debug(net, 0, "Loading game failed, so a new (random) game will be started");
		MakeNewGame(false, true);
		return false;
	}

	if (_network_server) {
		/* We can't load the intro game as server, so disconnect first. */
		NetworkDisconnect();
	}

	switch (ogm) {
		default:
		case GM_MENU:   LoadIntroGame();      break;
		case GM_EDITOR: MakeNewEditorWorld(); break;
	}
	return false;
}

void SwitchToMode(SwitchMode new_mode)
{
	/* If we are saving something, the network stays in its current state */
	if (new_mode != SM_SAVE_GAME) {
		/* If the network is active, make it not-active */
		if (_networking) {
			if (_network_server && (new_mode == SM_LOAD_GAME || new_mode == SM_NEWGAME || new_mode == SM_RESTARTGAME)) {
				NetworkReboot();
			} else {
				NetworkDisconnect();
			}
		}

		/* If we are a server, we restart the server */
		if (_is_network_server) {
			/* But not if we are going to the menu */
			if (new_mode != SM_MENU) {
				/* check if we should reload the config */
				if (_settings_client.network.reload_cfg) {
					LoadFromConfig();
					MakeNewgameSettingsLive();
					ResetGRFConfig(false);
				}
				NetworkServerStart();
			} else {
				/* This client no longer wants to be a network-server */
				_is_network_server = false;
			}
		}
	}

	/* Make sure all AI controllers are gone at quitting game */
	if (new_mode != SM_SAVE_GAME) AI::KillAll();

	/* When we change mode, reset the autosave. */
	if (new_mode != SM_SAVE_GAME) ChangeAutosaveFrequency(true);

	/* Transmit the survey if we were in normal-mode and not saving. It always means we leaving the current game. */
	if (_game_mode == GM_NORMAL && new_mode != SM_SAVE_GAME) _survey.Transmit(NetworkSurveyHandler::Reason::LEAVE);

	/* Keep track when we last switch mode. Used for survey, to know how long someone was in a game. */
	if (new_mode != SM_SAVE_GAME) _switch_mode_time = std::chrono::steady_clock::now();

	switch (new_mode) {
		case SM_EDITOR: // Switch to scenario editor
			MakeNewEditorWorld();
			GenerateSavegameId();
			break;

		case SM_RELOADGAME: // Reload with what-ever started the game
			if (_file_to_saveload.abstract_ftype == FT_SAVEGAME || _file_to_saveload.abstract_ftype == FT_SCENARIO) {
				/* Reload current savegame/scenario */
				_switch_mode = _game_mode == GM_EDITOR ? SM_LOAD_SCENARIO : SM_LOAD_GAME;
				SwitchToMode(_switch_mode);
				break;
			} else if (_file_to_saveload.abstract_ftype == FT_HEIGHTMAP) {
				/* Restart current heightmap */
				_switch_mode = _game_mode == GM_EDITOR ? SM_LOAD_HEIGHTMAP : SM_RESTART_HEIGHTMAP;
				SwitchToMode(_switch_mode);
				break;
			}

			MakeNewGame(false, new_mode == SM_NEWGAME);
			GenerateSavegameId();
			break;

		case SM_RESTARTGAME: // Restart --> 'Random game' with current settings
		case SM_NEWGAME: // New Game --> 'Random game'
			MakeNewGame(false, new_mode == SM_NEWGAME);
			GenerateSavegameId();
			break;

		case SM_LOAD_GAME: { // Load game, Play Scenario
			ResetGRFConfig(true);
			ResetWindowSystem();

			if (!SafeLoad(_file_to_saveload.name, _file_to_saveload.file_op, _file_to_saveload.detail_ftype, GM_NORMAL, NO_DIRECTORY)) {
				SetDParamStr(0, GetSaveLoadErrorString());
				ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_CRITICAL);
			} else {
				if (_file_to_saveload.abstract_ftype == FT_SCENARIO) {
					OnStartScenario();
				}
				OnStartGame(_network_dedicated);
				/* Decrease pause counter (was increased from opening load dialog) */
				Command<CMD_PAUSE>::Post(PM_PAUSED_SAVELOAD, false);
			}
			break;
		}

		case SM_RESTART_HEIGHTMAP: // Load a heightmap and start a new game from it with current settings
		case SM_START_HEIGHTMAP: // Load a heightmap and start a new game from it
			MakeNewGame(true, new_mode == SM_START_HEIGHTMAP);
			GenerateSavegameId();
			break;

		case SM_LOAD_HEIGHTMAP: // Load heightmap from scenario editor
			SetLocalCompany(OWNER_NONE);

			GenerateWorld(GWM_HEIGHTMAP, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
			GenerateSavegameId();
			MarkWholeScreenDirty();
			break;

		case SM_LOAD_SCENARIO: { // Load scenario from scenario editor
			if (SafeLoad(_file_to_saveload.name, _file_to_saveload.file_op, _file_to_saveload.detail_ftype, GM_EDITOR, NO_DIRECTORY)) {
				SetLocalCompany(OWNER_NONE);
				GenerateSavegameId();
				_settings_newgame.game_creation.starting_year = TimerGameCalendar::year;
				/* Cancel the saveload pausing */
				Command<CMD_PAUSE>::Post(PM_PAUSED_SAVELOAD, false);
			} else {
				SetDParamStr(0, GetSaveLoadErrorString());
				ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_CRITICAL);
			}
			break;
		}

		case SM_JOIN_GAME: // Join a multiplayer game
			LoadIntroGame();
			NetworkClientJoinGame();
			break;

		case SM_MENU: // Switch to game intro menu
			LoadIntroGame();
			if (BaseSounds::ini_set.empty() && BaseSounds::GetUsedSet()->fallback && SoundDriver::GetInstance()->HasOutput()) {
				ShowErrorMessage(STR_WARNING_FALLBACK_SOUNDSET, INVALID_STRING_ID, WL_CRITICAL);
				BaseSounds::ini_set = BaseSounds::GetUsedSet()->name;
			}
			if (_settings_client.network.participate_survey == PS_ASK) {
				/* No matter how often you go back to the main menu, only ask the first time. */
				static bool asked_once = false;
				if (!asked_once) {
					asked_once = true;
					ShowNetworkAskSurvey();
				}
			}
			break;

		case SM_SAVE_GAME: // Save game.
			/* Make network saved games on pause compatible to singleplayer mode */
			if (SaveOrLoad(_file_to_saveload.name, SLO_SAVE, DFT_GAME_FILE, NO_DIRECTORY) != SL_OK) {
				SetDParamStr(0, GetSaveLoadErrorString());
				ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR);
			} else {
				CloseWindowById(WC_SAVELOAD, 0);
			}
			break;

		case SM_SAVE_HEIGHTMAP: // Save heightmap.
			MakeHeightmapScreenshot(_file_to_saveload.name.c_str());
			CloseWindowById(WC_SAVELOAD, 0);
			break;

		case SM_GENRANDLAND: // Generate random land within scenario editor
			SetLocalCompany(OWNER_NONE);
			GenerateWorld(GWM_RANDOM, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
			/* XXX: set date */
			MarkWholeScreenDirty();
			break;

		default: NOT_REACHED();
	}
}


/**
 * Check the validity of some of the caches.
 * Especially in the sense of desyncs between
 * the cached value and what the value would
 * be when calculated from the 'base' data.
 */
static void CheckCaches()
{
	/* Return here so it is easy to add checks that are run
	 * always to aid testing of caches. */
	if (_debug_desync_level <= 1) return;

	/* Check the town caches. */
	std::vector<TownCache> old_town_caches;
	for (const Town *t : Town::Iterate()) {
		old_town_caches.push_back(t->cache);
	}

	RebuildTownCaches();
	RebuildSubsidisedSourceAndDestinationCache();

	uint i = 0;
	for (Town *t : Town::Iterate()) {
		if (MemCmpT(old_town_caches.data() + i, &t->cache) != 0) {
			Debug(desync, 2, "town cache mismatch: town {}", t->index);
		}
		i++;
	}

	/* Check company infrastructure cache. */
	std::vector<CompanyInfrastructure> old_infrastructure;
	for (const Company *c : Company::Iterate()) old_infrastructure.push_back(c->infrastructure);

	AfterLoadCompanyStats();

	i = 0;
	for (const Company *c : Company::Iterate()) {
		if (MemCmpT(old_infrastructure.data() + i, &c->infrastructure) != 0) {
			Debug(desync, 2, "infrastructure cache mismatch: company {}", c->index);
		}
		i++;
	}

	/* Strict checking of the road stop cache entries */
	for (const RoadStop *rs : RoadStop::Iterate()) {
		if (IsBayRoadStopTile(rs->xy)) continue;

		assert(rs->GetEntry(DIAGDIR_NE) != rs->GetEntry(DIAGDIR_NW));
		rs->GetEntry(DIAGDIR_NE)->CheckIntegrity(rs);
		rs->GetEntry(DIAGDIR_NW)->CheckIntegrity(rs);
	}

	for (Vehicle *v : Vehicle::Iterate()) {
		if (v != v->First() || v->vehstatus & VS_CRASHED || !v->IsPrimaryVehicle()) continue;

		uint length = 0;
		for (const Vehicle *u = v; u != nullptr; u = u->Next()) length++;

		NewGRFCache        *grf_cache = CallocT<NewGRFCache>(length);
		VehicleCache       *veh_cache = CallocT<VehicleCache>(length);
		GroundVehicleCache *gro_cache = CallocT<GroundVehicleCache>(length);
		TrainCache         *tra_cache = CallocT<TrainCache>(length);

		length = 0;
		for (const Vehicle *u = v; u != nullptr; u = u->Next()) {
			FillNewGRFVehicleCache(u);
			grf_cache[length] = u->grf_cache;
			veh_cache[length] = u->vcache;
			switch (u->type) {
				case VEH_TRAIN:
					gro_cache[length] = Train::From(u)->gcache;
					tra_cache[length] = Train::From(u)->tcache;
					break;
				case VEH_ROAD:
					gro_cache[length] = RoadVehicle::From(u)->gcache;
					break;
				default:
					break;
			}
			length++;
		}

		switch (v->type) {
			case VEH_TRAIN:    Train::From(v)->ConsistChanged(CCF_TRACK); break;
			case VEH_ROAD:     RoadVehUpdateCache(RoadVehicle::From(v)); break;
			case VEH_AIRCRAFT: UpdateAircraftCache(Aircraft::From(v));   break;
			case VEH_SHIP:     Ship::From(v)->UpdateCache();             break;
			default: break;
		}

		length = 0;
		for (const Vehicle *u = v; u != nullptr; u = u->Next()) {
			FillNewGRFVehicleCache(u);
			if (memcmp(&grf_cache[length], &u->grf_cache, sizeof(NewGRFCache)) != 0) {
				Debug(desync, 2, "newgrf cache mismatch: type {}, vehicle {}, company {}, unit number {}, wagon {}", v->type, v->index, v->owner, v->unitnumber, length);
			}
			if (memcmp(&veh_cache[length], &u->vcache, sizeof(VehicleCache)) != 0) {
				Debug(desync, 2, "vehicle cache mismatch: type {}, vehicle {}, company {}, unit number {}, wagon {}", v->type, v->index, v->owner, v->unitnumber, length);
			}
			switch (u->type) {
				case VEH_TRAIN:
					if (memcmp(&gro_cache[length], &Train::From(u)->gcache, sizeof(GroundVehicleCache)) != 0) {
						Debug(desync, 2, "train ground vehicle cache mismatch: vehicle {}, company {}, unit number {}, wagon {}", v->index, v->owner, v->unitnumber, length);
					}
					if (memcmp(&tra_cache[length], &Train::From(u)->tcache, sizeof(TrainCache)) != 0) {
						Debug(desync, 2, "train cache mismatch: vehicle {}, company {}, unit number {}, wagon {}", v->index, v->owner, v->unitnumber, length);
					}
					break;
				case VEH_ROAD:
					if (memcmp(&gro_cache[length], &RoadVehicle::From(u)->gcache, sizeof(GroundVehicleCache)) != 0) {
						Debug(desync, 2, "road vehicle ground vehicle cache mismatch: vehicle {}, company {}, unit number {}, wagon {}", v->index, v->owner, v->unitnumber, length);
					}
					break;
				default:
					break;
			}
			length++;
		}

		free(grf_cache);
		free(veh_cache);
		free(gro_cache);
		free(tra_cache);
	}

	/* Check whether the caches are still valid */
	for (Vehicle *v : Vehicle::Iterate()) {
		byte buff[sizeof(VehicleCargoList)];
		memcpy(buff, &v->cargo, sizeof(VehicleCargoList));
		v->cargo.InvalidateCache();
		assert(memcmp(&v->cargo, buff, sizeof(VehicleCargoList)) == 0);
	}

	/* Backup stations_near */
	std::vector<StationList> old_town_stations_near;
	for (Town *t : Town::Iterate()) old_town_stations_near.push_back(t->stations_near);

	std::vector<StationList> old_industry_stations_near;
	for (Industry *ind : Industry::Iterate())  old_industry_stations_near.push_back(ind->stations_near);

	for (Station *st : Station::Iterate()) {
		for (GoodsEntry &ge : st->goods) {
			byte buff[sizeof(StationCargoList)];
			memcpy(buff, &ge.cargo, sizeof(StationCargoList));
			ge.cargo.InvalidateCache();
			assert(memcmp(&ge.cargo, buff, sizeof(StationCargoList)) == 0);
		}

		/* Check docking tiles */
		TileArea ta;
		std::map<TileIndex, bool> docking_tiles;
		for (TileIndex tile : st->docking_station) {
			ta.Add(tile);
			docking_tiles[tile] = IsDockingTile(tile);
		}
		UpdateStationDockingTiles(st);
		if (ta.tile != st->docking_station.tile || ta.w != st->docking_station.w || ta.h != st->docking_station.h) {
			Debug(desync, 2, "station docking mismatch: station {}, company {}", st->index, st->owner);
		}
		for (TileIndex tile : ta) {
			if (docking_tiles[tile] != IsDockingTile(tile)) {
				Debug(desync, 2, "docking tile mismatch: tile {}", tile);
			}
		}

		/* Check industries_near */
		IndustryList industries_near = st->industries_near;
		st->RecomputeCatchment();
		if (st->industries_near != industries_near) {
			Debug(desync, 2, "station industries near mismatch: station {}", st->index);
		}
	}

	/* Check stations_near */
	i = 0;
	for (Town *t : Town::Iterate()) {
		if (t->stations_near != old_town_stations_near[i]) {
			Debug(desync, 2, "town stations near mismatch: town {}", t->index);
		}
		i++;
	}
	i = 0;
	for (Industry *ind : Industry::Iterate()) {
		if (ind->stations_near != old_industry_stations_near[i]) {
			Debug(desync, 2, "industry stations near mismatch: industry {}", ind->index);
		}
		i++;
	}
}

/**
 * State controlling game loop.
 * The state must not be changed from anywhere but here.
 * That check is enforced in DoCommand.
 */
void StateGameLoop()
{
	if (!_networking || _network_server) {
		StateGameLoop_LinkGraphPauseControl();
	}

	/* Don't execute the state loop during pause or when modal windows are open. */
	if (_pause_mode != PM_UNPAUSED || HasModalProgress()) {
		PerformanceMeasurer::Paused(PFE_GAMELOOP);
		PerformanceMeasurer::Paused(PFE_GL_ECONOMY);
		PerformanceMeasurer::Paused(PFE_GL_TRAINS);
		PerformanceMeasurer::Paused(PFE_GL_ROADVEHS);
		PerformanceMeasurer::Paused(PFE_GL_SHIPS);
		PerformanceMeasurer::Paused(PFE_GL_AIRCRAFT);
		PerformanceMeasurer::Paused(PFE_GL_LANDSCAPE);

		if (!HasModalProgress()) UpdateLandscapingLimits();
#ifndef DEBUG_DUMP_COMMANDS
		Game::GameLoop();
#endif
		return;
	}

	PerformanceMeasurer framerate(PFE_GAMELOOP);
	PerformanceAccumulator::Reset(PFE_GL_LANDSCAPE);

	Layouter::ReduceLineCache();

	if (_game_mode == GM_EDITOR) {
		BasePersistentStorageArray::SwitchMode(PSM_ENTER_GAMELOOP);
		RunTileLoop();
		CallVehicleTicks();
		CallLandscapeTick();
		BasePersistentStorageArray::SwitchMode(PSM_LEAVE_GAMELOOP);
		UpdateLandscapingLimits();

		CallWindowGameTickEvent();
		NewsLoop();
	} else {
		if (_debug_desync_level > 2 && TimerGameCalendar::date_fract == 0 && (TimerGameCalendar::date.base() & 0x1F) == 0) {
			/* Save the desync savegame if needed. */
			std::string name = fmt::format("dmp_cmds_{:08x}_{:08x}.sav", _settings_game.game_creation.generation_seed, TimerGameCalendar::date);
			SaveOrLoad(name, SLO_SAVE, DFT_GAME_FILE, AUTOSAVE_DIR, false);
		}

		CheckCaches();

		/* All these actions has to be done from OWNER_NONE
		 *  for multiplayer compatibility */
		Backup<CompanyID> cur_company(_current_company, OWNER_NONE, FILE_LINE);

		BasePersistentStorageArray::SwitchMode(PSM_ENTER_GAMELOOP);
		AnimateAnimatedTiles();
		TimerManager<TimerGameCalendar>::Elapsed(1);
		TimerManager<TimerGameTick>::Elapsed(1);
		RunTileLoop();
		CallVehicleTicks();
		CallLandscapeTick();
		BasePersistentStorageArray::SwitchMode(PSM_LEAVE_GAMELOOP);

#ifndef DEBUG_DUMP_COMMANDS
		{
			PerformanceMeasurer script_framerate(PFE_ALLSCRIPTS);
			AI::GameLoop();
			Game::GameLoop();
		}
#endif
		UpdateLandscapingLimits();

		CallWindowGameTickEvent();
		NewsLoop();
		cur_company.Restore();
	}

	assert(IsLocalCompany());
}

/** Interval for regular autosaves. Initialized at zero to disable till settings are loaded. */
static IntervalTimer<TimerGameRealtime> _autosave_interval({std::chrono::milliseconds::zero(), TimerGameRealtime::AUTOSAVE}, [](auto)
{
	/* We reset the command-during-pause mode here, so we don't continue
	 * to make auto-saves when nothing more is changing. */
	_pause_mode &= ~PM_COMMAND_DURING_PAUSE;

	_do_autosave = true;
	SetWindowDirty(WC_STATUS_BAR, 0);

	static FiosNumberedSaveName _autosave_ctr("autosave");
	DoAutoOrNetsave(_autosave_ctr);

	_do_autosave = false;
	SetWindowDirty(WC_STATUS_BAR, 0);
});

/**
 * Reset the interval of the autosave.
 *
 * If reset is not set, this does not set the elapsed time on the timer,
 * so if the interval is smaller, it might result in an autosave being done
 * immediately.
 *
 * @param reset Whether to reset the timer back to zero, or to continue.
 */
void ChangeAutosaveFrequency(bool reset)
{
	_autosave_interval.SetInterval({std::chrono::minutes(_settings_client.gui.autosave_interval), TimerGameRealtime::AUTOSAVE}, reset);
}

/**
 * Request a new NewGRF scan. This will be executed on the next game-tick.
 * This is mostly needed to ensure NewGRF scans (which are blocking) are
 * done in the game-thread, and not in the draw-thread (which most often
 * triggers this request).
 * @param callback Optional callback to call when NewGRF scan is completed.
 * @return True when the NewGRF scan was actually requested, false when the scan was already running.
 */
bool RequestNewGRFScan(NewGRFScanCallback *callback)
{
	if (_request_newgrf_scan) return false;

	_request_newgrf_scan = true;
	_request_newgrf_scan_callback = callback;
	return true;
}

void GameLoop()
{
	if (_game_mode == GM_BOOTSTRAP) {
		/* Check for UDP stuff */
		if (_network_available) NetworkBackgroundLoop();
		return;
	}

	if (_request_newgrf_scan) {
		ScanNewGRFFiles(_request_newgrf_scan_callback);
		_request_newgrf_scan = false;
		_request_newgrf_scan_callback = nullptr;
		/* In case someone closed the game during our scan, don't do anything else. */
		if (_exit_game) return;
	}

	ProcessAsyncSaveFinish();

	if (_game_mode == GM_NORMAL) {
		static auto last_time = std::chrono::steady_clock::now();
		auto now = std::chrono::steady_clock::now();
		auto delta_ms = std::chrono::duration_cast<std::chrono::milliseconds>(now - last_time);
		if (delta_ms.count() != 0) {
			TimerManager<TimerGameRealtime>::Elapsed(delta_ms);
			last_time = now;
		}
	}

	/* switch game mode? */
	if (_switch_mode != SM_NONE && !HasModalProgress()) {
		SwitchToMode(_switch_mode);
		_switch_mode = SM_NONE;
		if (_exit_game) return;
	}

	IncreaseSpriteLRU();

	/* Check for UDP stuff */
	if (_network_available) NetworkBackgroundLoop();

	DebugSendRemoteMessages();

	if (_networking && !HasModalProgress()) {
		/* Multiplayer */
		NetworkGameLoop();
	} else {
		if (_network_reconnect > 0 && --_network_reconnect == 0) {
			/* This means that we want to reconnect to the last host
			 * We do this here, because it means that the network is really closed */
			NetworkClientConnectGame(_settings_client.network.last_joined, COMPANY_SPECTATOR);
		}
		/* Singleplayer */
		StateGameLoop();
	}

	if (!_pause_mode && HasBit(_display_opt, DO_FULL_ANIMATION)) DoPaletteAnimations();

	SoundDriver::GetInstance()->MainLoop();
	MusicLoop();
}