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authorrubidium <rubidium@openttd.org>2007-08-30 21:11:12 +0000
committerrubidium <rubidium@openttd.org>2007-08-30 21:11:12 +0000
commit732845440a15f0c627b6cca08dabff51beac735a (patch)
treeb205fc9b323290f091d73bfe7f40c7ed002d44cc /src/vehicle.cpp
parent5ff81aca1873824af8b00eeb74ddedfce9dfef4a (diff)
downloadopenttd-732845440a15f0c627b6cca08dabff51beac735a.tar.xz
(svn r11011) -Fix [FS#1129]: GetFirstVehicleInChain did change the game state while being marked const.
-Codechange: do not brute force determine the first vehicle in the chain or previous vehicle, but do it by properly accounting the previous and first pointers when updating the next pointer. This gives a performance increase of about 15% when there are a lot of vehicles in the game.
Diffstat (limited to 'src/vehicle.cpp')
-rw-r--r--src/vehicle.cpp113
1 files changed, 39 insertions, 74 deletions
diff --git a/src/vehicle.cpp b/src/vehicle.cpp
index 9a2afd4fe..24e80ff67 100644
--- a/src/vehicle.cpp
+++ b/src/vehicle.cpp
@@ -209,6 +209,9 @@ void AfterLoadVehicles()
Vehicle *v;
FOR_ALL_VEHICLES(v) {
+ /* Reinstate the previous pointer */
+ if (v->Next() != NULL) v->Next()->previous = v;
+
v->UpdateDeltaXY(v->direction);
v->fill_percent_te_id = INVALID_TE_ID;
@@ -220,6 +223,17 @@ void AfterLoadVehicles()
}
FOR_ALL_VEHICLES(v) {
+ /* Fill the first pointers */
+ if (v->Previous() == NULL) {
+ for (Vehicle *u = v; u != NULL; u = u->Next()) {
+ u->first = v;
+ }
+ }
+ }
+
+ FOR_ALL_VEHICLES(v) {
+ assert(v->first != NULL);
+
if (v->type == VEH_TRAIN && (IsFrontEngine(v) || IsFreeWagon(v))) {
TrainConsistChanged(v);
} else if (v->type == VEH_ROAD && IsRoadVehFront(v)) {
@@ -269,6 +283,7 @@ Vehicle::Vehicle()
this->left_coord = INVALID_COORD;
this->group_id = DEFAULT_GROUP;
this->fill_percent_te_id = INVALID_TE_ID;
+ this->first = this;
}
/**
@@ -466,78 +481,6 @@ Vehicle *GetLastVehicleInChain(Vehicle *v)
return v;
}
-/** Finds the previous vehicle in a chain, by a brute force search.
- * This old function is REALLY slow because it searches through all vehicles to
- * find the previous vehicle, but if v->first has not been set, then this function
- * will need to be used to find the previous one. This function should never be
- * called by anything but GetFirstVehicleInChain
- */
-static Vehicle *GetPrevVehicleInChain_bruteforce(const Vehicle *v)
-{
- Vehicle *u;
-
- FOR_ALL_VEHICLES(u) if (u->type == v->type && u->Next() == v) return u;
-
- return NULL;
-}
-
-/** Find the previous vehicle in a chain, by using the v->first cache.
- * While this function is fast, it cannot be used in the GetFirstVehicleInChain
- * function, otherwise you'll end up in an infinite loop call
- */
-Vehicle *GetPrevVehicleInChain(const Vehicle *v)
-{
- Vehicle *u;
- assert(v != NULL);
-
- u = GetFirstVehicleInChain(v);
-
- /* Check to see if this is the first */
- if (v == u) return NULL;
-
- for (; u->Next() != v; u = u->Next()) assert(u->Next() != NULL);
-
- return u;
-}
-
-/** Finds the first vehicle in a chain.
- * This function reads out the v->first cache. Should the cache be dirty,
- * it determines the first vehicle in a chain, and updates the cache.
- */
-Vehicle *GetFirstVehicleInChain(const Vehicle *v)
-{
- Vehicle* u;
-
- assert(v != NULL);
- assert(v->type == VEH_TRAIN || v->type == VEH_ROAD);
-
- if (v->first != NULL) {
- if (v->type == VEH_TRAIN) {
- if (IsFrontEngine(v->first) || IsFreeWagon(v->first)) return v->first;
- } else {
- if (IsRoadVehFront(v->first)) return v->first;
- }
-
- DEBUG(misc, 0, "v->first cache faulty. We shouldn't be here, rebuilding cache!");
- }
-
- /* It is the fact (currently) that newly built vehicles do not have
- * their ->first pointer set. When this is the case, go up to the
- * first engine and set the pointers correctly. Also the first pointer
- * is not saved in a savegame, so this has to be fixed up after loading */
-
- /* Find the 'locomotive' or the first wagon in a chain */
- while ((u = GetPrevVehicleInChain_bruteforce(v)) != NULL) v = u;
-
- /* Set the first pointer of all vehicles in that chain to the first wagon */
- if ((v->type == VEH_TRAIN && (IsFrontEngine(v) || IsFreeWagon(v))) ||
- (v->type == VEH_ROAD && IsRoadVehFront(v))) {
- for (u = (Vehicle *)v; u != NULL; u = u->Next()) u->first = (Vehicle *)v;
- }
-
- return (Vehicle*)v;
-}
-
uint CountVehiclesInChain(const Vehicle* v)
{
uint count = 0;
@@ -2179,14 +2122,14 @@ void VehicleEnterDepot(Vehicle *v)
switch (v->type) {
case VEH_TRAIN:
InvalidateWindowClasses(WC_TRAINS_LIST);
- if (!IsFrontEngine(v)) v = GetFirstVehicleInChain(v);
+ if (!IsFrontEngine(v)) v = v->First();
UpdateSignalsOnSegment(v->tile, GetRailDepotDirection(v->tile));
v->load_unload_time_rem = 0;
break;
case VEH_ROAD:
InvalidateWindowClasses(WC_ROADVEH_LIST);
- if (!IsRoadVehFront(v)) v = GetFirstVehicleInChain(v);
+ if (!IsRoadVehFront(v)) v = v->First();
break;
case VEH_SHIP:
@@ -3168,6 +3111,28 @@ void Vehicle::HandleLoading(bool mode)
InvalidateVehicleOrder(this);
}
+void Vehicle::SetNext(Vehicle *next)
+{
+ if (this->next != NULL) {
+ /* We had an old next vehicle. Update the first and previous pointers */
+ for (Vehicle *v = this->next; v != NULL; v = v->Next()) {
+ v->first = this->next;
+ }
+ this->next->previous = NULL;
+ }
+
+ this->next = next;
+
+ if (this->next != NULL) {
+ /* A new next vehicle. Update the first and previous pointers */
+ if (this->next->previous != NULL) this->next->previous->next = NULL;
+ this->next->previous = this;
+ for (Vehicle *v = this->next; v != NULL; v = v->Next()) {
+ v->first = this->first;
+ }
+ }
+}
+
void SpecialVehicle::UpdateDeltaXY(Direction direction)
{
this->x_offs = 0;