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Location: cpp/openttd-patchpack/source/src/linkgraph/linkgraphschedule.h - annotation
r28098:2f7e0d913c81
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text/x-c
Add: Mock sprite cache intialization.
This fills up the sprite cache with SPR_OPENTTD_BASE + OPENTTD_SPRITE_COUNT zero-size sprites, to
allow GetSpriteSize() calls to continue from unit-tests.
This fills up the sprite cache with SPR_OPENTTD_BASE + OPENTTD_SPRITE_COUNT zero-size sprites, to
allow GetSpriteSize() calls to continue from unit-tests.
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* 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 linkgraphschedule.h Declaration of link graph schedule used for cargo distribution. */
#ifndef LINKGRAPHSCHEDULE_H
#define LINKGRAPHSCHEDULE_H
#include "linkgraph.h"
class LinkGraphJob;
/**
* A handler doing "something" on a link graph component. It must not keep any
* state as it is called concurrently from different threads.
*/
class ComponentHandler {
public:
/**
* Destroy the handler. Must be given due to virtual Run.
*/
virtual ~ComponentHandler() = default;
/**
* Run the handler. A link graph handler must not read or write any data
* outside the given component as that would create a potential desync.
* @param job Link graph component to run the handler on.
*/
virtual void Run(LinkGraphJob &job) const = 0;
};
class LinkGraphSchedule {
private:
LinkGraphSchedule();
~LinkGraphSchedule();
typedef std::list<LinkGraph *> GraphList;
typedef std::list<LinkGraphJob *> JobList;
friend SaveLoadTable GetLinkGraphScheduleDesc();
protected:
ComponentHandler *handlers[6]; ///< Handlers to be run for each job.
GraphList schedule; ///< Queue for new jobs.
JobList running; ///< Currently running jobs.
public:
/* This is a tick where not much else is happening, so a small lag might go unnoticed. */
static const uint SPAWN_JOIN_TICK = 21; ///< Tick when jobs are spawned or joined every day.
static LinkGraphSchedule instance;
static void Run(LinkGraphJob *job);
static void Clear();
void SpawnNext();
bool IsJoinWithUnfinishedJobDue() const;
void JoinNext();
void SpawnAll();
void ShiftDates(TimerGameCalendar::Date interval);
/**
* Queue a link graph for execution.
* @param lg Link graph to be queued.
*/
void Queue(LinkGraph *lg)
{
assert(LinkGraph::Get(lg->index) == lg);
this->schedule.push_back(lg);
}
/**
* Remove a link graph from the execution queue.
* @param lg Link graph to be removed.
*/
void Unqueue(LinkGraph *lg) { this->schedule.remove(lg); }
};
void StateGameLoop_LinkGraphPauseControl();
void AfterLoad_LinkGraphPauseControl();
#endif /* LINKGRAPHSCHEDULE_H */
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