(svn r10111) -Codechange: Add new vehicle hash table for collision detection and finding vehicles on a tile. The hash area scanned is far smaller than the old hash table, which is now used for viewport updates only. This should give a significant performance improvement for games with many vehicles. (Based on work by 'B. N. SmatZ!' and 'madman2003')

pull/155/head
peter1138 17 years ago
parent e5ea54fe22
commit ce590b59f3

@ -709,7 +709,7 @@ static void RoadVehCheckTrainCrash(Vehicle *v)
if (!IsLevelCrossingTile(tile)) continue;
if (VehicleFromPos(tile, u, EnumCheckRoadVehCrashTrain) != NULL) {
if (VehicleFromPosXY(v->x_pos, v->y_pos, u, EnumCheckRoadVehCrashTrain) != NULL) {
RoadVehCrash(v);
return;
}
@ -889,7 +889,7 @@ static Vehicle* RoadVehFindCloseTo(Vehicle* v, int x, int y, Direction dir)
rvf.y = y;
rvf.dir = dir;
rvf.veh = v;
u = (Vehicle*)VehicleFromPos(TileVirtXY(x, y), &rvf, EnumCheckRoadVehClose);
u = (Vehicle*)VehicleFromPosXY(x, y, &rvf, EnumCheckRoadVehClose);
/* This code protects a roadvehicle from being blocked for ever
* If more than 1480 / 74 days a road vehicle is blocked, it will

@ -2722,7 +2722,7 @@ static void CheckTrainCollision(Vehicle *v)
tcc.v_skip = v->next;
/* find colliding vehicle */
Vehicle *realcoll = (Vehicle*)VehicleFromPos(TileVirtXY(v->x_pos, v->y_pos), &tcc, FindTrainCollideEnum);
Vehicle *realcoll = (Vehicle*)VehicleFromPosXY(v->x_pos, v->y_pos, &tcc, FindTrainCollideEnum);
if (realcoll == NULL) return;
Vehicle *coll = GetFirstVehicleInChain(realcoll);
@ -2775,6 +2775,8 @@ static void TrainController(Vehicle *v, bool update_image)
/* For every vehicle after and including the given vehicle */
for (prev = GetPrevVehicleInChain(v); v != NULL; prev = v, v = v->next) {
DiagDirection enterdir = DIAGDIR_BEGIN;
bool update_signals = false;
BeginVehicleMove(v);
GetNewVehiclePosResult gp = GetNewVehiclePos(v);
@ -2810,7 +2812,7 @@ static void TrainController(Vehicle *v, bool update_image)
/* Determine what direction we're entering the new tile from */
Direction dir = GetNewVehicleDirectionByTile(gp.new_tile, gp.old_tile);
DiagDirection enterdir = DirToDiagDir(dir);
enterdir = DirToDiagDir(dir);
assert(IsValidDiagDirection(enterdir));
/* Get the status of the tracks in the new tile and mask
@ -2917,11 +2919,9 @@ static void TrainController(Vehicle *v, bool update_image)
assert(v->u.rail.track);
}
if (IsFrontEngine(v)) TrainMovedChangeSignals(gp.new_tile, enterdir);
/* Signals can only change when the first
* (above) or the last vehicle moves. */
if (v->next == NULL) TrainMovedChangeSignals(gp.old_tile, ReverseDiagDir(enterdir));
/* We need to update signal status, but after the vehicle position hash
* has been updated by AfterSetTrainPos() */
update_signals = true;
if (prev == NULL) AffectSpeedByDirChange(v, chosen_dir);
@ -2958,6 +2958,14 @@ static void TrainController(Vehicle *v, bool update_image)
/* This is the first vehicle in the train */
AffectSpeedByZChange(v, old_z);
}
if (update_signals) {
if (IsFrontEngine(v)) TrainMovedChangeSignals(gp.new_tile, enterdir);
/* Signals can only change when the first
* (above) or the last vehicle moves. */
if (v->next == NULL) TrainMovedChangeSignals(gp.old_tile, ReverseDiagDir(enterdir));
}
}
return;

@ -394,44 +394,117 @@ bool AllocateVehicles(Vehicle **vl, int num)
return true;
}
/* Size of the hash, 6 = 64 x 64, 7 = 128 x 128. Larger sizes will (in theory) reduce hash
* lookup times at the expense of memory usage. */
const int HASH_BITS = 7;
const int HASH_SIZE = 1 << HASH_BITS;
const int HASH_MASK = HASH_SIZE - 1;
const int TOTAL_HASH_SIZE = 1 << (HASH_BITS * 2);
const int TOTAL_HASH_MASK = TOTAL_HASH_SIZE - 1;
/* Resolution of the hash, 0 = 1*1 tile, 1 = 2*2 tiles, 2 = 4*4 tiles, etc.
* Profiling results show that 0 is fastest. */
const int HASH_RES = 0;
static Vehicle *_new_vehicle_position_hash[TOTAL_HASH_SIZE];
static void *VehicleFromHash(int xl, int yl, int xu, int yu, void *data, VehicleFromPosProc *proc)
{
for (int y = yl; ; y = (y + (1 << HASH_BITS)) & (HASH_MASK << HASH_BITS)) {
for (int x = xl; ; x = (x + 1) & HASH_MASK) {
Vehicle *v = _new_vehicle_position_hash[(x + y) & TOTAL_HASH_MASK];
for (; v != NULL; v = v->next_new_hash) {
void *a = proc(v, data);
if (a != NULL) return a;
}
if (x == xu) break;
}
if (y == yu) break;
}
return NULL;
}
void *VehicleFromPosXY(int x, int y, void *data, VehicleFromPosProc *proc)
{
const int COLL_DIST = 6;
/* Hash area to scan is from xl,yl to xu,yu */
int xl = GB((x - COLL_DIST) / TILE_SIZE, HASH_RES, HASH_BITS);
int xu = GB((x + COLL_DIST) / TILE_SIZE, HASH_RES, HASH_BITS);
int yl = GB((y - COLL_DIST) / TILE_SIZE, HASH_RES, HASH_BITS) << HASH_BITS;
int yu = GB((y + COLL_DIST) / TILE_SIZE, HASH_RES, HASH_BITS) << HASH_BITS;
return VehicleFromHash(xl, yl, xu, yu, data, proc);
}
static Vehicle *_vehicle_position_hash[0x1000];
void *VehicleFromPos(TileIndex tile, void *data, VehicleFromPosProc *proc)
{
Point pt = RemapCoords(TileX(tile) * TILE_SIZE, TileY(tile) * TILE_SIZE, 0);
int x = GB(TileX(tile), HASH_RES, HASH_BITS);
int y = GB(TileY(tile), HASH_RES, HASH_BITS) << HASH_BITS;
/* The hash area to scan */
const int xl = GB(pt.x - 174, 7, 6);
const int xu = GB(pt.x + 104, 7, 6);
const int yl = GB(pt.y - 294, 6, 6) << 6;
const int yu = GB(pt.y + 56, 6, 6) << 6;
Vehicle *v = _new_vehicle_position_hash[(x + y) & TOTAL_HASH_MASK];
for (; v != NULL; v = v->next_new_hash) {
if (v->tile != tile) continue;
int x;
int y;
void *a = proc(v, data);
if (a != NULL) return a;
}
for (y = yl;; y = (y + (1 << 6)) & (0x3F << 6)) {
for (x = xl;; x = (x + 1) & 0x3F) {
Vehicle *v = _vehicle_position_hash[(x + y) & 0xFFFF];
return NULL;
}
while (v != NULL) {
void* a = proc(v, data);
static void UpdateNewVehiclePosHash(Vehicle *v)
{
Vehicle **old_hash = v->old_new_hash;
Vehicle **new_hash;
if (a != NULL) return a;
v = v->next_hash;
}
if (v->tile == INVALID_TILE || v->tile == 0) {
new_hash = NULL;
} else {
int x = GB(TileX(v->tile), HASH_RES, HASH_BITS);
int y = GB(TileY(v->tile), HASH_RES, HASH_BITS) << HASH_BITS;
new_hash = &_new_vehicle_position_hash[(x + y) & TOTAL_HASH_MASK];
}
if (x == xu) break;
if (old_hash == new_hash) return;
/* Remove from the old position in the hash table */
if (old_hash != NULL) {
Vehicle *last = NULL;
Vehicle *u = *old_hash;
while (u != v) {
last = u;
u = u->next_new_hash;
assert(u != NULL);
}
if (y == yu) break;
if (last == NULL) {
*old_hash = v->next_new_hash;
} else {
last->next_new_hash = v->next_new_hash;
}
}
return NULL;
/* Insert vehicle at beginning of the new position in the hash table */
if (new_hash != NULL) {
v->next_new_hash = *new_hash;
*new_hash = v;
assert(v != v->next_new_hash);
}
/* Remember current hash position */
v->old_new_hash = new_hash;
}
static Vehicle *_vehicle_position_hash[0x1000];
static void UpdateVehiclePosHash(Vehicle* v, int x, int y)
{
UpdateNewVehiclePosHash(v);
Vehicle **old_hash, **new_hash;
int old_x = v->left_coord;
int old_y = v->top_coord;
@ -468,6 +541,7 @@ static void UpdateVehiclePosHash(Vehicle* v, int x, int y)
void ResetVehiclePosHash()
{
memset(_vehicle_position_hash, 0, sizeof(_vehicle_position_hash));
memset(_new_vehicle_position_hash, 0, sizeof(_new_vehicle_position_hash));
}
void InitializeVehicles()
@ -611,8 +685,10 @@ void DestroyVehicle(Vehicle *v)
InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
}
v->tile = INVALID_TILE;
UpdateVehiclePosHash(v, INVALID_COORD, 0);
v->next_hash = NULL;
v->next_new_hash = NULL;
if (IsPlayerBuildableVehicleType(v)) DeleteVehicleOrders(v);
/* Now remove any artic part. This will trigger an other

@ -290,6 +290,8 @@ struct Vehicle {
int32 right_coord;
int32 bottom_coord;
Vehicle *next_hash;
Vehicle *next_new_hash;
Vehicle **old_new_hash;
/* Related to age and service time */
Date age; // Age in days
@ -497,6 +499,7 @@ uint CountVehiclesInChain(const Vehicle* v);
bool IsEngineCountable(const Vehicle *v);
void DeleteVehicleChain(Vehicle *v);
void *VehicleFromPos(TileIndex tile, void *data, VehicleFromPosProc *proc);
void *VehicleFromPosXY(int x, int y, void *data, VehicleFromPosProc *proc);
void CallVehicleTicks();
Vehicle *FindVehicleOnTileZ(TileIndex tile, byte z);

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