@@ -51,12 +51,16 @@ protected:
tile_type = src.tile_type;
rail_type = src.rail_type;
}
};
protected:
/**
* @note maximum cost doesn't work with caching enabled
* @todo fix maximum cost failing with caching (e.g. FS#2900)
*/
int m_max_cost;
CBlobT<int> m_sig_look_ahead_costs;
bool m_disable_cache;
public:
bool m_stopped_on_first_two_way_signal;
@@ -210,12 +210,22 @@ public:
return 't';
static bool stFindNearestDepotTwoWay(const Vehicle *v, TileIndex t1, Trackdir td1, TileIndex t2, Trackdir td2, int max_distance, int reverse_penalty, TileIndex *depot_tile, bool *reversed)
{
Tpf pf1;
/*
* With caching enabled it simply cannot get a reliable result when you
* have limited the distance a train may travel. This means that the
* cached result does not match uncached result in all cases and that
* causes desyncs. So disable caching when finding for a depot that is
* nearby. This only happens with automatic servicing of vehicles,
* so it will only impact performance when you do not manually set
* depot orders and you do not disable automatic servicing.
if (max_distance != 0) pf1.DisableCache(true);
bool result1 = pf1.FindNearestDepotTwoWay(v, t1, td1, t2, td2, max_distance, reverse_penalty, depot_tile, reversed);
#if DEBUG_YAPF_CACHE
Tpf pf2;
TileIndex depot_tile2 = INVALID_TILE;
bool reversed2 = false;
Status change: