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@ r25348:f05752ac4669
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Location: cpp/openttd-patchpack/source/src/openttd.cpp
r25348:f05752ac4669
45.6 KiB
text/x-c
Fix 3d7ab09: stopped trains not updating viewport hash when reversed for a second time (#9165)
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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 | /*
* 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 "fontcache.h"
#include "error.h"
#include "gui.h"
#include "base_media_base.h"
#include "saveload/saveload.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 "date_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 "linkgraph/linkgraphschedule.h"
#include <stdarg.h>
#include <system_error>
#include "safeguards.h"
#ifdef __EMSCRIPTEN__
# include <emscripten.h>
# include <emscripten/html5.h>
#endif
void CallLandscapeTick();
void IncreaseDate();
void DoPaletteAnimations();
void MusicLoop();
void ResetMusic();
void CallWindowGameTickEvent();
bool HandleBootstrap();
extern Company *DoStartupNewCompany(bool is_ai, CompanyID company = INVALID_COMPANY);
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 s the string to print.
* @note Does NEVER return.
*/
void CDECL usererror(const char *s, ...)
{
va_list va;
char buf[512];
va_start(va, s);
vseprintf(buf, lastof(buf), s, va);
va_end(va);
ShowOSErrorBox(buf, 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_syncfs"]) openttd_syncfs());
EM_ASM(if (window["openttd_abort"]) openttd_abort());
#endif
exit(1);
}
/**
* Error handling for fatal non-user errors.
* @param s the string to print.
* @note Does NEVER return.
*/
void CDECL error(const char *s, ...)
{
va_list va;
char buf[2048];
va_start(va, s);
vseprintf(buf, lastof(buf), s, va);
va_end(va);
if (VideoDriver::GetInstance() == nullptr || VideoDriver::GetInstance()->HasGUI()) {
ShowOSErrorBox(buf, true);
}
/* Set the error message for the crash log and then invoke it. */
CrashLog::SetErrorMessage(buf);
abort();
}
/**
* Shows some information on the console/a popup box depending on the OS.
* @param str the text to show.
*/
void CDECL ShowInfoF(const char *str, ...)
{
va_list va;
char buf[1024];
va_start(va, str);
vseprintf(buf, lastof(buf), str, va);
va_end(va);
ShowInfo(buf);
}
/**
* Show the help message when someone passed a wrong parameter.
*/
static void ShowHelp()
{
char buf[8192];
char *p = buf;
p += seprintf(p, lastof(buf), "OpenTTD %s\n", _openttd_revision);
p = strecpy(p,
"\n"
"\n"
"Command line options:\n"
" -v drv = Set video driver (see below)\n"
" -s drv = Set sound driver (see below) (param bufsize,hz)\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 [ip:port#company]= Join network game\n"
" -p password = Password to join server\n"
" -P password = Password to join company\n"
" -D [ip][:port] = Start dedicated server\n"
" -l ip[:port] = Redirect DEBUG()\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"
" -q savegame = Write some information about the savegame and exit\n"
"\n",
lastof(buf)
);
/* List the graphics packs */
p = BaseGraphics::GetSetsList(p, lastof(buf));
/* List the sounds packs */
p = BaseSounds::GetSetsList(p, lastof(buf));
/* List the music packs */
p = BaseMusic::GetSetsList(p, lastof(buf));
/* List the drivers */
p = DriverFactoryBase::GetDriversInfo(p, lastof(buf));
/* List the blitters */
p = BlitterFactory::GetBlittersInfo(p, lastof(buf));
/* List the debug facilities. */
p = DumpDebugFacilityNames(p, lastof(buf));
/* We need to initialize the AI, so it finds the AIs */
AI::Initialize();
p = AI::GetConsoleList(p, lastof(buf), true);
AI::Uninitialize(true);
/* We need to initialize the GameScript, so it finds the GSs */
Game::Initialize();
p = Game::GetConsoleList(p, lastof(buf), true);
Game::Uninitialize(true);
/* ShowInfo put output to stderr, but version information should go
* to stdout; this is the only exception */
#if !defined(_WIN32)
printf("%s\n", buf);
#else
ShowInfo(buf);
#endif
}
static void WriteSavegameInfo(const char *name)
{
extern SaveLoadVersion _sl_version;
uint32 last_ottd_rev = 0;
byte ever_modified = 0;
bool removed_newgrfs = false;
GamelogInfo(_load_check_data.gamelog_action, _load_check_data.gamelog_actions, &last_ottd_rev, &ever_modified, &removed_newgrfs);
char buf[8192];
char *p = buf;
p += seprintf(p, lastof(buf), "Name: %s\n", name);
p += seprintf(p, lastof(buf), "Savegame ver: %d\n", _sl_version);
p += seprintf(p, lastof(buf), "NewGRF ver: 0x%08X\n", last_ottd_rev);
p += seprintf(p, lastof(buf), "Modified: %d\n", ever_modified);
if (removed_newgrfs) {
p += seprintf(p, lastof(buf), "NewGRFs have been removed\n");
}
p = strecpy(p, "NewGRFs:\n", lastof(buf));
if (_load_check_data.HasNewGrfs()) {
for (GRFConfig *c = _load_check_data.grfconfig; c != nullptr; c = c->next) {
char md5sum[33];
md5sumToString(md5sum, lastof(md5sum), HasBit(c->flags, GCF_COMPATIBLE) ? c->original_md5sum : c->ident.md5sum);
p += seprintf(p, lastof(buf), "%08X %s %s\n", c->ident.grfid, md5sum, c->filename);
}
}
/* ShowInfo put output to stderr, but version information should go
* to stdout; this is the only exception */
#if !defined(_WIN32)
printf("%s\n", buf);
#else
ShowInfo(buf);
#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) {
ShowInfoF("Invalid resolution '%s'", s);
return;
}
res->width = std::max(strtoul(s, nullptr, 0), 64UL);
res->height = std::max(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 */
GamelogReset();
LinkGraphSchedule::Clear();
PoolBase::Clean(PT_ALL);
/* No NewGRFs were loaded when it was still bootstrapping. */
if (_game_mode != GM_BOOTSTRAP) ResetNewGRFData();
/* Close all and any open filehandles */
FioCloseAll();
UninitFreeType();
}
/**
* 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(nullptr);
}
}
}
_settings_game.game_config = nullptr;
if (_settings_newgame.game_config != nullptr) {
_settings_game.game_config = new GameConfig(_settings_newgame.game_config);
}
}
void OpenBrowser(const char *url)
{
/* Make sure we only accept urls that are sure to open a browser. */
if (strstr(url, "http://") != url && strstr(url, "https://") != url) return;
extern void OSOpenBrowser(const char *url);
OSOpenBrowser(url);
}
/** Callback structure of statements to be executed after the NewGRF scan. */
struct AfterNewGRFScan : NewGRFScanCallback {
Year startyear; ///< The start year.
uint32 generation_seed; ///< Seed for the new game.
char *dedicated_host; ///< Hostname for the dedicated server.
uint16 dedicated_port; ///< Port for the dedicated server.
char *network_conn; ///< Information about the server to connect to, or nullptr.
const char *join_server_password; ///< The password to join the server with.
const char *join_company_password; ///< The password to join the company with.
bool save_config; ///< The save config setting.
/**
* Create a new callback.
*/
AfterNewGRFScan() :
startyear(INVALID_YEAR), generation_seed(GENERATE_NEW_SEED),
dedicated_host(nullptr), dedicated_port(0), network_conn(nullptr),
join_server_password(nullptr), join_company_password(nullptr),
save_config(true)
{
/* 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));
}
virtual void OnNewGRFsScanned()
{
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 volume */
MusicDriver::GetInstance()->SetVolume(_settings_client.music.music_vol);
if (startyear != INVALID_YEAR) IConsoleSetSetting("game_creation.starting_year", startyear);
if (generation_seed != GENERATE_NEW_SEED) _settings_newgame.game_creation.generation_seed = generation_seed;
if (dedicated_host != nullptr) {
_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 && network_conn != nullptr) {
LoadIntroGame();
_switch_mode = SM_NONE;
NetworkClientConnectGame(network_conn, COMPANY_NEW_COMPANY, join_server_password, join_company_password);
}
/* After the scan we're not used anymore. */
delete this;
}
};
#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_OPTVAL('n'),
GETOPT_SHORT_VALUE('l'),
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_VALUE('q'),
GETOPT_SHORT_NOVAL('h'),
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;
char *debuglog_conn = nullptr;
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=6");
if (mgo.opt != nullptr) {
const char *port = nullptr;
ParseFullConnectionString(nullptr, &port, mgo.opt);
if (!StrEmpty(mgo.opt)) scanner->dedicated_host = mgo.opt;
if (port != nullptr) scanner->dedicated_port = atoi(port);
}
break;
case 'f': _dedicated_forks = true; break;
case 'n':
scanner->network_conn = mgo.opt; // optional IP parameter, nullptr if unset
break;
case 'l':
debuglog_conn = mgo.opt;
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);
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.SetName(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) {
FiosType ft = FiosGetSavegameListCallback(SLO_LOAD, _file_to_saveload.name, _file_to_saveload.name.substr(t).c_str(), nullptr, nullptr);
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]);
if (StrEmpty(mgo.opt)) {
ret = 1;
return ret;
}
char title[80];
title[0] = '\0';
FiosGetSavegameListCallback(SLO_LOAD, mgo.opt, strrchr(mgo.opt, '.'), title, lastof(title));
_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()) {
fprintf(stderr, "Failed to open savegame\n");
if (_load_check_data.HasErrors()) {
char buf[256];
SetDParamStr(0, _load_check_data.error_data);
GetString(buf, _load_check_data.error, lastof(buf));
fprintf(stderr, "%s\n", buf);
}
return ret;
}
WriteSavegameInfo(title);
return ret;
}
case 'G': scanner->generation_seed = strtoul(mgo.opt, nullptr, 10); break;
case 'c': _config_file = mgo.opt; break;
case 'x': scanner->save_config = false; 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', he made an error, or he 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]);
TarScanner::DoScan(TarScanner::BASESET);
BaseGraphics::FindSets();
BaseSounds::FindSets();
BaseMusic::FindSets();
ShowHelp();
return ret;
}
DeterminePaths(argv[0]);
TarScanner::DoScan(TarScanner::BASESET);
if (dedicated) DEBUG(net, 0, "Starting dedicated version %s", _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 regular font for FreeType */
InitFreeType(false);
/* This must be done early, since functions use the SetWindowDirty* calls */
InitWindowSystem();
BaseGraphics::FindSets();
if (graphics_set.empty() && !BaseGraphics::ini_set.empty()) graphics_set = BaseGraphics::ini_set;
if (!BaseGraphics::SetSet(graphics_set)) {
if (!graphics_set.empty()) {
BaseGraphics::SetSet({});
ErrorMessageData msg(STR_CONFIG_ERROR, STR_CONFIG_ERROR_INVALID_BASE_GRAPHICS_NOT_FOUND);
msg.SetDParamStr(0, graphics_set.c_str());
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 '%s'; does it exist?", blitter.c_str());
}
}
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;
UpdateGUIZoom();
NetworkStartUp(); // initialize network-core
if (debuglog_conn != nullptr && _network_available) {
NetworkStartDebugLog(debuglog_conn);
}
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::SetSet(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.c_str());
ScheduleErrorMessage(msg);
}
}
BaseMusic::FindSets();
if (music_set.empty() && !BaseMusic::ini_set.empty()) music_set = BaseMusic::ini_set;
if (!BaseMusic::SetSet(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.c_str());
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();
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();
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();
_exit_game = true;
} else {
AskExitGame();
}
}
static void MakeNewGameDone()
{
SettingsDisableElrail(_settings_game.vehicle.disable_elrails);
/* In a dedicated server, the server does not play */
if (!VideoDriver::GetInstance()->HasGUI()) {
SetLocalCompany(COMPANY_SPECTATOR);
if (_settings_client.gui.pause_on_newgame) DoCommandP(0, PM_PAUSED_NORMAL, 1, CMD_PAUSE);
IConsoleCmdExec("exec scripts/game_start.scr 0");
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;
}
IConsoleCmdExec("exec scripts/game_start.scr 0");
SetLocalCompany(COMPANY_FIRST);
InitializeRailGUI();
InitializeRoadGUI();
/* We are the server, we start a new company (not dedicated),
* so set the default password *if* needed. */
if (_network_server && !StrEmpty(_settings_client.network.default_company_pass)) {
NetworkChangeCompanyPassword(_local_company, _settings_client.network.default_company_pass);
}
if (_settings_client.gui.pause_on_newgame) DoCommandP(0, PM_PAUSED_NORMAL, 1, CMD_PAUSE);
CheckEngines();
CheckIndustries();
MarkWholeScreenDirty();
}
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;
switch (lf == nullptr ? SaveOrLoad(filename, fop, dft, subdir) : LoadWithFilter(lf)) {
case SL_OK: return true;
case SL_REINIT:
if (_network_dedicated) {
/*
* We need to reinit a network map...
* We can't simply load the intro game here as that game has many
* special cases which make clients desync immediately. So we fall
* back to just generating a new game with the current settings.
*/
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;
default:
_game_mode = ogm;
return false;
}
}
void SwitchToMode(SwitchMode new_mode)
{
/* If we are saving something, the network stays in his 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();
switch (new_mode) {
case SM_EDITOR: // Switch to scenario editor
MakeNewEditorWorld();
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);
break;
case SM_RESTARTGAME: // Restart --> 'Random game' with current settings
case SM_NEWGAME: // New Game --> 'Random game'
MakeNewGame(false, new_mode == SM_NEWGAME);
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_ERROR);
} else {
if (_file_to_saveload.abstract_ftype == FT_SCENARIO) {
/* Reset engine pool to simplify changing engine NewGRFs in scenario editor. */
EngineOverrideManager::ResetToCurrentNewGRFConfig();
}
/* Update the local company for a loaded game. It is either always
* company #1 (eg 0) or in the case of a dedicated server a spectator */
SetLocalCompany(_network_dedicated ? COMPANY_SPECTATOR : COMPANY_FIRST);
/* Execute the game-start script */
IConsoleCmdExec("exec scripts/game_start.scr 0");
/* Decrease pause counter (was increased from opening load dialog) */
DoCommandP(0, PM_PAUSED_SAVELOAD, 0, CMD_PAUSE);
}
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);
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);
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);
_settings_newgame.game_creation.starting_year = _cur_year;
/* Cancel the saveload pausing */
DoCommandP(0, PM_PAUSED_SAVELOAD, 0, CMD_PAUSE);
} else {
SetDParamStr(0, GetSaveLoadErrorString());
ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR);
}
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;
}
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 {
DeleteWindowById(WC_SAVELOAD, 0);
}
break;
case SM_SAVE_HEIGHTMAP: // Save heightmap.
MakeHeightmapScreenshot(_file_to_saveload.name.c_str());
DeleteWindowById(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);
}
extern void RebuildTownCaches();
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 %i", (int)t->index);
}
i++;
}
/* Check company infrastructure cache. */
std::vector<CompanyInfrastructure> old_infrastructure;
for (const Company *c : Company::Iterate()) old_infrastructure.push_back(c->infrastructure);
extern void AfterLoadCompanyStats();
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 %i", (int)c->index);
}
i++;
}
/* Strict checking of the road stop cache entries */
for (const RoadStop *rs : RoadStop::Iterate()) {
if (IsStandardRoadStopTile(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()) {
extern void FillNewGRFVehicleCache(const Vehicle *v);
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 %i, vehicle %i, company %i, unit number %i, wagon %i", (int)v->type, v->index, (int)v->owner, v->unitnumber, length);
}
if (memcmp(&veh_cache[length], &u->vcache, sizeof(VehicleCache)) != 0) {
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);
}
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 %i, company %i, unit number %i, wagon %i", v->index, (int)v->owner, v->unitnumber, length);
}
if (memcmp(&tra_cache[length], &Train::From(u)->tcache, sizeof(TrainCache)) != 0) {
DEBUG(desync, 2, "train cache mismatch: vehicle %i, company %i, unit number %i, wagon %i", v->index, (int)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 %i, company %i, unit number %i, wagon %i", v->index, (int)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 (CargoID c = 0; c < NUM_CARGO; c++) {
byte buff[sizeof(StationCargoList)];
memcpy(buff, &st->goods[c].cargo, sizeof(StationCargoList));
st->goods[c].cargo.InvalidateCache();
assert(memcmp(&st->goods[c].cargo, buff, sizeof(StationCargoList)) == 0);
}
/* Check docking tiles */
TileArea ta;
std::map<TileIndex, bool> docking_tiles;
TILE_AREA_LOOP(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 %i, company %i", st->index, (int)st->owner);
}
TILE_AREA_LOOP(tile, ta) {
if (docking_tiles[tile] != IsDockingTile(tile)) {
DEBUG(desync, 2, "docking tile mismatch: tile %i", (int)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 %i", 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 %i", 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 %i", 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 && _date_fract == 0 && (_date & 0x1F) == 0) {
/* Save the desync savegame if needed. */
char name[MAX_PATH];
seprintf(name, lastof(name), "dmp_cmds_%08x_%08x.sav", _settings_game.game_creation.generation_seed, _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();
IncreaseDate();
RunTileLoop();
CallVehicleTicks();
CallLandscapeTick();
BasePersistentStorageArray::SwitchMode(PSM_LEAVE_GAMELOOP);
#ifndef DEBUG_DUMP_COMMANDS
{
PerformanceMeasurer framerate(PFE_ALLSCRIPTS);
AI::GameLoop();
Game::GameLoop();
}
#endif
UpdateLandscapingLimits();
CallWindowGameTickEvent();
NewsLoop();
cur_company.Restore();
}
assert(IsLocalCompany());
}
/**
* Create an autosave. The default name is "autosave#.sav". However with
* the setting 'keep_all_autosave' the name defaults to company-name + date
*/
static void DoAutosave()
{
char buf[MAX_PATH];
if (_settings_client.gui.keep_all_autosave) {
GenerateDefaultSaveName(buf, lastof(buf));
strecat(buf, ".sav", lastof(buf));
} else {
static int _autosave_ctr = 0;
/* generate a savegame name and number according to _settings_client.gui.max_num_autosaves */
seprintf(buf, lastof(buf), "autosave%d.sav", _autosave_ctr);
if (++_autosave_ctr >= _settings_client.gui.max_num_autosaves) _autosave_ctr = 0;
}
DEBUG(sl, 2, "Autosaving to '%s'", buf);
if (SaveOrLoad(buf, SLO_SAVE, DFT_GAME_FILE, AUTOSAVE_DIR) != SL_OK) {
ShowErrorMessage(STR_ERROR_AUTOSAVE_FAILED, INVALID_STRING_ID, WL_ERROR);
}
}
/**
* 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();
/* autosave game? */
if (_do_autosave) {
DoAutosave();
_do_autosave = false;
SetWindowDirty(WC_STATUS_BAR, 0);
}
/* switch game mode? */
if (_switch_mode != SM_NONE && !HasModalProgress()) {
SwitchToMode(_switch_mode);
_switch_mode = SM_NONE;
}
IncreaseSpriteLRU();
/* Check for UDP stuff */
if (_network_available) NetworkBackgroundLoop();
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();
}
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