# dedicated_v.cpp File Reference

Dedicated server video 'driver'. More...

`#include "../stdafx.h"`
`#include "../gfx_func.h"`
`#include "../network/network.h"`
`#include "../network/network_internal.h"`
`#include "../console_func.h"`
`#include "../variables.h"`
`#include "../genworld.h"`
`#include "../fileio_type.h"`
`#include "../fios.h"`
`#include "../blitter/factory.hpp"`
`#include "../company_func.h"`
`#include "../core/random_func.hpp"`
`#include "../saveload/saveload.h"`
`#include "../settings_type.h"`
`#include "dedicated_v.h"`

Go to the source code of this file.

## Functions

bool | SafeSaveOrLoad (const char *filename, int mode, GameMode newgm, Subdirectory subdir)
| Load the specified savegame but on error do different things.
void | SwitchToMode (SwitchMode new_mode)
static bool | InputWaiting ()
static uint32 | GetTime ()
static void | DedicatedHandleKeyInput ()

## Variables

static void * | _dedicated_video_mem
static FVideoDriver_Dedicated | iFVideoDriver_Dedicated

## Detailed Description

Dedicated server video 'driver'.

Definition in file dedicated_v.cpp.

## Function Documentation

bool SafeSaveOrLoad | ( | const char * | filename,
|  | int | mode,
|  | GameMode | newgm,
|  | Subdirectory | subdir |
| ) |  |  |

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.

Parameters:

  | filename | file to be loaded
  | mode | mode of loading, either SL_LOAD or SL_OLD_LOAD
  | newgm | switch to this mode of loading fails due to some unknown error
  | subdir | default directory to look for filename, set to 0 if not needed

Definition at line 872 of file openttd.cpp.

References _network_dedicated, _network_server, NetworkDisconnect(), SaveOrLoad(), SL_OK, and SL_REINIT.