Spread tile loop iterations over all ticks when using day length > 1

See: #545
pull/556/head
Jonathan G Rennison 1 year ago
parent 8c600fd480
commit 410d5bdc55

@ -818,18 +818,41 @@ static uint32 GetTileLoopFeedback()
return feedbacks[MapLogX() + MapLogY() - 2 * MIN_MAP_SIZE_BITS];
}
static std::vector<uint> _tile_loop_counts;
void SetupTileLoopCounts()
{
_tile_loop_counts.resize(_settings_game.economy.day_length_factor);
if (_settings_game.economy.day_length_factor == 0) return;
uint64 count_per_tick_fp16 = (static_cast<uint64>(1) << (MapLogX() + MapLogY() + 8)) / _settings_game.economy.day_length_factor;
uint64 accumulator = 0;
for (uint &count : _tile_loop_counts) {
accumulator += count_per_tick_fp16;
count = static_cast<uint32>(accumulator >> 16);
accumulator &= 0xFFFF;
}
if (accumulator > 0) _tile_loop_counts[0]++;
}
/**
* Gradually iterate over all tiles on the map, calling their TileLoopProcs once every 256 ticks.
*/
void RunTileLoop()
void RunTileLoop(bool apply_day_length)
{
/* We update every tile every 256 ticks, so divide the map size by 2^8 = 256 */
uint count;
if (apply_day_length && _settings_game.economy.day_length_factor > 1) {
count = _tile_loop_counts[_tick_skip_counter];
if (count == 0) return;
} else {
count = 1 << (MapLogX() + MapLogY() - 8);
}
PerformanceAccumulator framerate(PFE_GL_LANDSCAPE);
const uint32 feedback = GetTileLoopFeedback();
/* We update every tile every 256 ticks, so divide the map size by 2^8 = 256 */
uint count = 1 << (MapLogX() + MapLogY() - 8);
TileIndex tile = _cur_tileloop_tile;
/* The LFSR cannot have a zeroed state. */
dbg_assert(tile != 0);

@ -166,7 +166,8 @@ bool HasFoundationNW(TileIndex tile, Slope slope_here, uint z_here);
bool HasFoundationNE(TileIndex tile, Slope slope_here, uint z_here);
void DoClearSquare(TileIndex tile);
void RunTileLoop();
void SetupTileLoopCounts();
void RunTileLoop(bool apply_day_length = false);
void RunAuxiliaryTileLoop();
void InitializeLandscape();

@ -116,6 +116,7 @@ void InitializeGame(uint size_x, uint size_y, bool reset_date, bool reset_settin
} else {
SetScaledTickVariables();
}
SetupTileLoopCounts();
UpdateCachedSnowLine();
UpdateCachedSnowLineBounds();

@ -2050,13 +2050,14 @@ void StateGameLoop()
RunAuxiliaryTileLoop();
if (_tick_skip_counter < _settings_game.economy.day_length_factor) {
AnimateAnimatedTiles();
RunTileLoop(true);
CallVehicleTicks();
OnTick_Companies(false);
} else {
_tick_skip_counter = 0;
IncreaseDate();
AnimateAnimatedTiles();
RunTileLoop();
RunTileLoop(true);
CallVehicleTicks();
CallLandscapeTick();
OnTick_Companies(true);

@ -859,6 +859,7 @@ bool AfterLoadGame()
/* Update current year
* must be done before loading sprites as some newgrfs check it */
SetDate(_date, _date_fract, false);
SetupTileLoopCounts();
/*
* Force the old behaviour for compatibility reasons with old savegames. As new

@ -1743,6 +1743,8 @@ static void DayLengthChanged(int32 new_value)
extern void VehicleDayLengthChanged(DateTicksScaled old_scaled_date_ticks, DateTicksScaled old_scaled_date_ticks_offset, uint8 old_day_length_factor);
VehicleDayLengthChanged(old_scaled_date_ticks, old_scaled_date_ticks_offset, _pre_change_day_length_factor);
SetupTileLoopCounts();
MarkWholeScreenDirty();
}

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