Files @ r25014:e1f1bf3a062e
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Location: cpp/openttd-patchpack/source/src/linkgraph/flowmapper.h

Patric Stout
Add: [Video] move GameLoop into its own thread

This allows drawing to happen while the GameLoop is doing an
iteration too.

Sadly, not much drawing currently can be done while the GameLoop
is running, as for example PollEvent() or UpdateWindows() can
influence the game-state. As such, they first need to acquire a
lock on the game-state before they can be called.

Currently, the main advantage is the time spend in Paint(), which
for non-OpenGL drivers can be a few milliseconds. For OpenGL this
is more like 0.05 milliseconds; in these instances this change
doesn't add any benefits for now.

This is an alternative to the former "draw-thread", which moved
the drawing in a thread for some OSes. It has similar performance
gain as this does, although this implementation allows for more
finer control over what suffers when the GameLoop takes too
long: drawing or the next GameLoop. For now they both suffer
equally.
/*
 * 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 flowmapper.h Declaration of flow mapper; maps paths into flows at nodes. */

#ifndef FLOWMAPPER_H_
#define FLOWMAPPER_H_

#include "linkgraphjob_base.h"

/**
 * Map the path trees generated by the MCF solver into flows. The path tree is
 * useful to cache capacities and distances and allow quick disconnecting and
 * reconnecting to other paths. The flows show how much cargo from which nodes
 * is to be routed in which direction at a given node. This is what we need in
 * the end.
 */
class FlowMapper : public ComponentHandler {
public:

	/**
	 * Create a flow mapper.
	 * @param scale Whether the flow mapper should scale all flows to monthly
	 *              values. Only do that on the very last flow mapping.
	 */
	FlowMapper(bool scale) : scale(scale) {}
	virtual void Run(LinkGraphJob &job) const;

	/**
	 * Virtual destructor has to be defined because of virtual Run().
	 */
	virtual ~FlowMapper() {}
private:

	/**
	 * Whether the flow mapper should scale all flows to monthly values.
	 */
	const bool scale;
};

#endif /* FLOWMAPPER_H_ */