OpenTTD/src/openttd.cpp

1421 lines
44 KiB
C++

/*
* 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_server.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_economy.h"
#include "timer/timer_game_realtime.h"
#include "timer/timer_game_tick.h"
#include "social_integration.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 CheckCaches();
extern Company *DoStartupNewCompany(bool is_ai, CompanyID company = INVALID_COMPANY);
extern void OSOpenBrowser(const std::string &url);
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|scenario|heightmap] = Start new/savegame/scenario/heightmap 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;
uint8_t 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", BSWAP32(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
SocialIntegration::Shutdown();
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]);
}
}
_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 (url.starts_with("http://") || url.starts_with("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());
_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
/**
* Create all the options that OpenTTD supports. Each option is
* always a single character with no, an optional or a required value.
* @return The available options.
*/
static std::vector<OptionData> CreateOptions()
{
std::vector<OptionData> options;
/* Options that require a parameter. */
for (char c : "GIMPSbcmnpqrstv") options.push_back({ .type = ODF_HAS_VALUE, .id = c, .shortname = c });
#if !defined(_WIN32)
options.push_back({ .type = ODF_HAS_VALUE, .id = 'f', .shortname = 'f' });
#endif
/* Options with an optional parameter. */
for (char c : "Ddg") options.push_back({ .type = ODF_OPTIONAL_VALUE, .id = c, .shortname = c });
/* Options without a parameter. */
for (char c : "QXehx") options.push_back({ .type = ODF_NO_VALUE, .id = c, .shortname = c });
return options;
}
/**
* Main entry point for this lovely game.
* @param arguments The command line arguments passed to the application.
* @return 0 when there is no error.
*/
int openttd_main(std::span<char * const> arguments)
{
_game_session_stats.start_time = std::chrono::steady_clock::now();
_game_session_stats.savegame_size = std::nullopt;
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 = std::make_unique<AfterNewGRFScan>();
bool dedicated = false;
bool only_local_path = false;
extern bool _dedicated_forks;
_dedicated_forks = false;
_game_mode = GM_MENU;
_switch_mode = SM_MENU;
auto options = CreateOptions();
GetOptData mgo(arguments.subspan(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':
/* Allow for '-e' before or after '-g'. */
switch (_switch_mode) {
case SM_MENU: _switch_mode = SM_EDITOR; break;
case SM_LOAD_GAME: _switch_mode = SM_LOAD_SCENARIO; break;
case SM_START_HEIGHTMAP: _switch_mode = SM_LOAD_HEIGHTMAP; break;
default: break;
}
break;
case 'g':
if (mgo.opt != nullptr) {
_file_to_saveload.name = mgo.opt;
std::string extension = std::filesystem::path(_file_to_saveload.name).extension().string();
auto [ft, _] = FiosGetSavegameListCallback(SLO_LOAD, _file_to_saveload.name, extension);
if (ft == FIOS_TYPE_INVALID) {
std::tie(ft, _) = FiosGetScenarioListCallback(SLO_LOAD, _file_to_saveload.name, extension);
}
if (ft == FIOS_TYPE_INVALID) {
std::tie(ft, _) = FiosGetHeightmapListCallback(SLO_LOAD, _file_to_saveload.name, extension);
}
/* Allow for '-e' before or after '-g'. */
switch (GetAbstractFileType(ft)) {
case FT_SAVEGAME: _switch_mode = (_switch_mode == SM_EDITOR ? SM_LOAD_SCENARIO : SM_LOAD_GAME); break;
case FT_SCENARIO: _switch_mode = (_switch_mode == SM_EDITOR ? SM_LOAD_SCENARIO : SM_LOAD_GAME); break;
case FT_HEIGHTMAP: _switch_mode = (_switch_mode == SM_EDITOR ? SM_LOAD_HEIGHTMAP : SM_START_HEIGHTMAP); break;
default: break;
}
_file_to_saveload.SetMode(SLO_LOAD, GetAbstractFileType(ft), GetDetailedFileType(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(arguments[0], only_local_path);
if (StrEmpty(mgo.opt)) {
ret = 1;
return ret;
}
std::string extension = std::filesystem::path(_file_to_saveload.name).extension().string();
auto [_, title] = FiosGetSavegameListCallback(SLO_LOAD, mgo.opt, extension);
_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.arguments.empty()) {
/* 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(arguments[0], only_local_path);
TarScanner::DoScan(TarScanner::BASESET);
BaseGraphics::FindSets();
BaseSounds::FindSets();
BaseMusic::FindSets();
ShowHelp();
return ret;
}
DeterminePaths(arguments[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_MIN;
/* The video driver is now selected, now initialise GUI zoom */
AdjustGUIZoom(false);
SocialIntegration::Initialize();
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 = TimerGameEconomy::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] = 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, _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) {
ChangeNetworkRestartTime(true);
if (!_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, std::shared_ptr<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;
}
static void UpdateSocialIntegration(GameMode game_mode)
{
switch (game_mode) {
case GM_BOOTSTRAP:
case GM_MENU:
SocialIntegration::EventEnterMainMenu();
break;
case GM_NORMAL:
if (_networking) {
SocialIntegration::EventEnterMultiplayer(Map::SizeX(), Map::SizeY());
} else {
SocialIntegration::EventEnterSingleplayer(Map::SizeX(), Map::SizeY());
}
break;
case GM_EDITOR:
SocialIntegration::EventEnterScenarioEditor(Map::SizeX(), Map::SizeY());
break;
}
}
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) {
_game_session_stats.start_time = std::chrono::steady_clock::now();
_game_session_stats.savegame_size = std::nullopt;
}
switch (new_mode) {
case SM_EDITOR: // Switch to scenario editor
MakeNewEditorWorld();
GenerateSavegameId();
UpdateSocialIntegration(GM_EDITOR);
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();
UpdateSocialIntegration(GM_NORMAL);
break;
case SM_RESTARTGAME: // Restart --> 'Random game' with current settings
case SM_NEWGAME: // New Game --> 'Random game'
MakeNewGame(false, new_mode == SM_NEWGAME);
GenerateSavegameId();
UpdateSocialIntegration(GM_NORMAL);
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)) {
ShowErrorMessage(GetSaveLoadErrorType(), GetSaveLoadErrorMessage(), 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);
}
UpdateSocialIntegration(GM_NORMAL);
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();
UpdateSocialIntegration(GM_NORMAL);
break;
case SM_LOAD_HEIGHTMAP: // Load heightmap from scenario editor
SetLocalCompany(OWNER_NONE);
_game_mode = GM_EDITOR;
GenerateWorld(GWM_HEIGHTMAP, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
GenerateSavegameId();
MarkWholeScreenDirty();
UpdateSocialIntegration(GM_EDITOR);
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 {
ShowErrorMessage(GetSaveLoadErrorType(), GetSaveLoadErrorMessage(), WL_CRITICAL);
}
UpdateSocialIntegration(GM_EDITOR);
break;
}
case SM_JOIN_GAME: // Join a multiplayer game
LoadIntroGame();
NetworkClientJoinGame();
SocialIntegration::EventJoiningMultiplayer();
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();
}
}
UpdateSocialIntegration(GM_MENU);
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) {
ShowErrorMessage(GetSaveLoadErrorType(), GetSaveLoadErrorMessage(), 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();
}
}
/**
* 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 && TimerGameEconomy::date_fract == 0 && (TimerGameEconomy::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, TimerGameEconomy::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);
BasePersistentStorageArray::SwitchMode(PSM_ENTER_GAMELOOP);
AnimateAnimatedTiles();
if (TimerManager<TimerGameCalendar>::Elapsed(1)) {
RunVehicleCalendarDayProc();
}
TimerManager<TimerGameEconomy>::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();
SocialIntegration::RunCallbacks();
}