# HG changeset patch # User frosch # Date 2014-02-16 17:45:24 # Node ID 56f448132653163c06cafe19d7a5bbd01524f1b2 # Parent 0d69e5b23d4ebc344b829b6258b248a576ab7e61 (svn r26346) -Fix [FS#5870]: Call Layouter::ReduceLineCache from GenerateTownName in all cases. diff --git a/src/town_cmd.cpp b/src/town_cmd.cpp --- a/src/town_cmd.cpp +++ b/src/town_cmd.cpp @@ -46,7 +46,6 @@ #include "object_base.h" #include "ai/ai.hpp" #include "game/game.hpp" -#include "gfx_layout.h" #include "table/strings.h" #include "table/town_land.h" @@ -1909,13 +1908,6 @@ bool GenerateTowns(TownLayout layout) * Note that this is really a suggested value, not a required one. * We would not like the system to lock up just because the user wanted 100 cities on a 64*64 map, would we? */ do { - if (total % 512 == 0) { - /* Clear the caches regularly, otherwise it will only be done - * at the end of the whole cycle when OpenTTD has allocated - * lots and lots of memory for these essentially caches. */ - Layouter::ReduceLineCache(); - } - bool city = (_settings_game.economy.larger_towns != 0 && Chance16(1, _settings_game.economy.larger_towns)); IncreaseGeneratingWorldProgress(GWP_TOWN); /* Get a unique name for the town. */ diff --git a/src/townname.cpp b/src/townname.cpp --- a/src/townname.cpp +++ b/src/townname.cpp @@ -16,6 +16,7 @@ #include "strings_func.h" #include "core/random_func.hpp" #include "genworld.h" +#include "gfx_layout.h" #include "table/townname.h" @@ -125,6 +126,10 @@ bool GenerateTownName(uint32 *townnamepa * too much). */ TownNameParams par(_settings_game.game_creation.town_name); + /* This function is called very often without entering the gameloop + * inbetween. So reset layout cache to prevent it from growing too big. */ + Layouter::ReduceLineCache(); + for (int i = 1000; i != 0; i--) { uint32 r = _generating_world ? Random() : InteractiveRandom(); if (!VerifyTownName(r, &par, town_names)) continue;