Changeset - r28824:78a91e5251d1
[Not reviewed]
master
0 1 0
Peter Nelson - 9 months ago 2024-02-27 17:19:17
peter1138@openttd.org
Codechange: Use vehicle tile hash to build depot vehicle list. (#12186)

This avoids iterating the entire vehicle pool.
1 file changed with 36 insertions and 26 deletions:
0 comments (0 inline, 0 general)
src/vehiclelist.cpp
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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 vehiclelist.cpp Lists of vehicles. */
 

	
 
#include "stdafx.h"
 
#include "train.h"
 
#include "vehicle_func.h"
 
#include "vehiclelist.h"
 
#include "vehiclelist_func.h"
 
#include "group.h"
 

	
 
#include "safeguards.h"
 

	
 
/**
 
 * Pack a VehicleListIdentifier in a single uint32.
 
 * @return The packed identifier.
 
 */
 
uint32_t VehicleListIdentifier::Pack() const
 
{
 
@@ -50,63 +51,72 @@ bool VehicleListIdentifier::UnpackIfVali
 
/**
 
 * Decode a packed vehicle list identifier into a new one.
 
 * @param data The data to unpack.
 
 */
 
/* static */ VehicleListIdentifier VehicleListIdentifier::UnPack(uint32_t data)
 
{
 
	VehicleListIdentifier result;
 
	[[maybe_unused]] bool ret = result.UnpackIfValid(data);
 
	assert(ret);
 
	return result;
 
}
 

	
 
/** Data for building a depot vehicle list. */
 
struct BuildDepotVehicleListData
 
{
 
	VehicleList *engines; ///< Pointer to list to add vehicles to.
 
	VehicleList *wagons; ///< Pointer to list to add wagons to (can be nullptr).
 
	VehicleType type; ///< Type of vehicle.
 
	bool individual_wagons; ///< If true add every wagon to \a wagons which is not attached to an engine. If false only add the first wagon of every row.
 
};
 

	
 
/**
 
 * Add vehicles to a depot vehicle list.
 
 * @param v The found vehicle.
 
 * @param data The depot vehicle list data.
 
 * @return Always nullptr.
 
 */
 
static Vehicle *BuildDepotVehicleListProc(Vehicle *v, void *data)
 
{
 
	auto bdvld = static_cast<BuildDepotVehicleListData *>(data);
 
	if (v->type != bdvld->type || !v->IsInDepot()) return nullptr;
 

	
 
	if (bdvld->type == VEH_TRAIN) {
 
		const Train *t = Train::From(v);
 
		if (t->IsArticulatedPart() || t->IsRearDualheaded()) return nullptr;
 
		if (bdvld->wagons != nullptr && t->First()->IsFreeWagon()) {
 
			if (bdvld->individual_wagons || t->IsFreeWagon()) bdvld->wagons->push_back(t);
 
			return nullptr;
 
		}
 
	}
 

	
 
	if (v->IsPrimaryVehicle()) bdvld->engines->push_back(v);
 
	return nullptr;
 
};
 

	
 
/**
 
 * Generate a list of vehicles inside a depot.
 
 * @param type    Type of vehicle
 
 * @param tile    The tile the depot is located on
 
 * @param engines Pointer to list to add vehicles to
 
 * @param wagons  Pointer to list to add wagons to (can be nullptr)
 
 * @param individual_wagons If true add every wagon to \a wagons which is not attached to an engine. If false only add the first wagon of every row.
 
 */
 
void BuildDepotVehicleList(VehicleType type, TileIndex tile, VehicleList *engines, VehicleList *wagons, bool individual_wagons)
 
{
 
	engines->clear();
 
	if (wagons != nullptr && wagons != engines) wagons->clear();
 

	
 
	for (const Vehicle *v : Vehicle::Iterate()) {
 
		/* General tests for all vehicle types */
 
		if (v->type != type) continue;
 
		if (v->tile != tile) continue;
 

	
 
		switch (type) {
 
			case VEH_TRAIN: {
 
				const Train *t = Train::From(v);
 
				if (t->IsArticulatedPart() || t->IsRearDualheaded()) continue;
 
				if (!t->IsInDepot()) continue;
 
				if (wagons != nullptr && t->First()->IsFreeWagon()) {
 
					if (individual_wagons || t->IsFreeWagon()) wagons->push_back(t);
 
					continue;
 
				}
 
				if (!t->IsPrimaryVehicle()) continue;
 
				break;
 
			}
 

	
 
			default:
 
				if (!v->IsPrimaryVehicle()) continue;
 
				if (!v->IsInDepot()) continue;
 
				break;
 
		}
 

	
 
		engines->push_back(v);
 
	}
 
	BuildDepotVehicleListData bdvld{engines, wagons, type, individual_wagons};
 
	FindVehicleOnPos(tile, &bdvld, BuildDepotVehicleListProc);
 

	
 
	/* Ensure the lists are not wasting too much space. If the lists are fresh
 
	 * (i.e. built within a command) then this will actually do nothing. */
 
	engines->shrink_to_fit();
 
	if (wagons != nullptr && wagons != engines) wagons->shrink_to_fit();
 
}
 

	
 
/**
 
 * Generate a list of vehicles based on window type.
 
 * @param list Pointer to list to add vehicles to
 
 * @param vli  The identifier of this vehicle list.
 
 * @return false if invalid list is requested
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