Age | Commit message (Collapse) | Author |
|
A stale link is not deleted if the link refresher finds a vehicle that still serves it.
This commit excludes vehicles stopped in depot for a very long time from the link refresher,
so that their stale links can be deleted.
|
|
link update
|
|
express cargo
Passengers usually prefer fast paths to short paths.
Average travel times of links are updated in real-time for use in Dijkstra's algorithm,
and newer travel times weigh more, just like capacities.
|
|
|
|
|
|
Basically, this changes "SaveLoad *" to either:
1) "SaveLoadTable" if a list of SaveLoads was meant
2) "SaveLoad &" if a single entry was meant
As added bonus, this removes SL_END / SLE_END / SLEG_END. This
also adds core/span.hpp, a "std::span"-lite.
|
|
Size() the same type to prevent infinite loops
|
|
|
|
loops)
|
|
widgets.
|
|
Classes derived from Path were freed through base class pointer, but no virtual destructor was present.
|
|
|
|
|
|
|
|
schedule (#8416)
When link graph jobs are cleared due to abandoning the game or exiting,
flag the job as aborted.
The link graph job running in a separate thread checks the aborted flag
periodically and terminates processing early if set.
This reduces the delay at game abandon or exit if a long-running job
would otherwise still be running.
|
|
network clients
Network servers and single player clients do not block on thread joins
due to instead pausing shortly before the join is due.
|
|
Check if the job is still running two date fract ticks before it is due
to join, and if so pause the game until its done.
When loading a game, check if the game would block immediately due to
a job which is scheduled to be joined within two date fract ticks,
and if so pause the game until its done.
This avoids the main thread being blocked on a thread join, which appears
to the user as if the game is unresponsive, as the UI does not repaint
and cannot be interacted with.
Show if pause is due to link graph job in status bar, update network
messages.
This does not apply for network clients.
|
|
CMake works on all our supported platforms, like MSVC, Mingw, GCC,
Clang, and many more. It allows for a single way of doing things,
so no longer we need shell scripts and vbs scripts to work on all
our supported platforms.
Additionally, CMake allows to generate project files for like MSVC,
KDevelop, etc.
This heavily reduces the lines of code we need to support multiple
platforms from a project perspective.
Addtiionally, this heavily improves our detection of libraries, etc.
|
|
std::pair is already the smallest possible pair, and it already handles non-POD types correctly.
|
|
MCF Dijkstra iterations are executed for all source nodes in a round-robin order.
Source nodes typically require different numbers of MCF Dijkstra iterations
to satisfy all of their demand.
This change is to avoid performing MCF Dijkstra iterations on source nodes which
have already been fully satisfied.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
We assume a conforming C++11 compiler environment that has a valid <thread>-header.
Failure to run a real thread is handled gracefully.
|
|
references. (#7431)
Linkgraph nodes require a specific order that was maintained by swapping just the last
element for the node to be removed. std::vector::erase() changed this to removing the
node is then shuffling the remain items down, which upsets other references to this
indices.
This is fixed by switching back to the original swap & pop method.
|
|
|
|
|
|
std::vector::[push|emplace]_back()
|
|
|
|
|
|
|
|
|
|
This avoids windows from needing to know or care about tooltip delay settings.
|
|
Previously the linkgraph was rebuilt before the viewport extents were finalized.
|
|
Use an implementation of the Cohen-Sutherland line-clipping algorithm.
The previous algorithm had an excessive false-positive rate.
Line-rendering is sufficiently expensive that using a line-clipping
algorithm with a much lower false-positive rate is a net performance
benefit.
|
|
|
|
Frame rate and various game loop/graphics timing measurements and graphs. Accessible via the Help menu, and can print some stats in the console via the fps command.
|
|
This is to improve the usability of the window.
The two-letter abbreviations are not always clear, in particular
when using a large number of cargoes.
The company colours can be ambiguous when there are a large
number of companies.
|
|
Select foreground colour depending on the brightness of the background.
Previously all cargo labels were rendered using black text, even
the background cargo colour was dark/black.
As an example: FIRS coal was black text on a black background.
|
|
|
|
|
|
threads. (JGR)
|
|
refresher cargo capacities. (JGR)
|
|
FlowEdgeIterator. (JGR)
|
|
std::queue/vector. (JGR)
|
|
|
|
|