Documentation: Update low level changes document

pull/441/head
Jonathan G Rennison 1 year ago
parent b713a1bbda
commit d90c381d12

@ -19,6 +19,7 @@ This document does not describe the player-visible changes/additions described i
* Emit a "crash" log, savegame and screenshot on multiplayer desync.
* Add crash/desync information to output screenshot and savegame files.
* Multiplayer server and client exchange desync logs after a desync occurs.
* Multiplayer clients send state hashes and random values since the last sync to the server after a desync, to identify which frame first diverged.
* Decrease sync frame period when desync occurs.
#### Assertions
@ -75,8 +76,7 @@ This document does not describe the player-visible changes/additions described i
* Various data structures have been replaced with B-tree maps/sets (cpp-btree library).
* Various lists have been replaced with vectors or deques, etc.
* Remove mutexes from SmallStack, only used from the main thread.
* Use std::string in CommandContainer instead of a giant static buffer.
* Add a third parameter p3 to DoCommand/CommandContainer.
* Add a third parameter p3, and an auxiliary data mechanism to DoCommand/CommandContainer.
* Add a free bitmap for pool slots.
* Maintain free list for text effect entries.
* Many fields have been widened.
@ -91,6 +91,7 @@ This document does not describe the player-visible changes/additions described i
* Add vehicle flag to mark the last vehicle in a consist with a visual effect.
* Index the vehicle list in per type arrays for use by CallVehicleTicks.
* Cache whether the vehicle should be drawn.
* Pre-compute engine refit capacity callbacks if possible.
### Network/multiplayer
@ -113,8 +114,10 @@ This document does not describe the player-visible changes/additions described i
* Various forms of caching and incremental updates to the link graph overlay.
* Change FlowStat from an RB-tree to a flat map with small-object optimisation.
* Change FlowStatMap from an RB-tree to a B-tree indexed vector.
* Change LinkGraph::EdgeMatrix to a sparse storage format.
* Replace MCF Dijkstra RB-tree with B-tree.
* Reduce performance issues when deleting stale links with refit to any cargo.
* Dynamically adjust accuracy parameters in MCF 1st pass to avoid computing large numbers of excessively small flows.
### Pathfinder
@ -147,6 +150,8 @@ This document does not describe the player-visible changes/additions described i
* Apply many optimisations to VarAction2 deterministic sprite groups.
* Avoid making callbacks which can be pre-determined to be unhandled, or which can be statically determined ahead of time.
* Avoid animating industry tiles which are not actually animated in the current layout.
* Setting the animation frame to its current value no longer triggers a redraw.
* Animation is not started if it can be determined that it would stop immediately.
* Avoid unnecessarily triggering or redrawing NewGRF houses.
### SDL2
@ -182,3 +187,4 @@ This document does not describe the player-visible changes/additions described i
* Change inheritance model of class Window to keep UndefinedBehaviorSanitizer happy.
* Various other misc changes and fixes to reduce UndefinedBehaviorSanitizer and ThreadSanitizer spam.
* Add a chicken bits setting, just in case.

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