Replace vehicle tile hash

Use robin hood hash of TileIndex
Retain linked list of vehicles on the same tile
pull/603/head
Jonathan G Rennison 9 months ago
parent b09894db4f
commit f6eadf19c6

@ -205,7 +205,7 @@ class NIHVehicle : public NIHelper {
b += seprintf(b, lastof(buffer), " [-] Flags:\n");
b = v->DumpVehicleFlagsMultiline(b, lastof(buffer), " ", " ");
ProcessLineByLine(buffer, output.print);
seprintf(buffer, lastof(buffer), " Tile hash: %s", (v->hash_tile_current != nullptr) ? "yes" : "no");
seprintf(buffer, lastof(buffer), " Tile hash: %s", (v->hash_tile_current != INVALID_TILE) ? "yes" : "no");
output.print(buffer);
} else {
b += seprintf(b, lastof(buffer), " [+] Flags: ");

@ -63,6 +63,7 @@
#include "network/network_sync.h"
#include "3rdparty/cpp-btree/btree_set.h"
#include "3rdparty/cpp-btree/btree_map.h"
#include "3rdparty/robin_hood/robin_hood.h"
#include "table/strings.h"
@ -479,28 +480,24 @@ Vehicle::Vehicle(VehicleType type)
this->vcache.cached_veh_flags = 0;
}
/* 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 *_vehicle_tile_hash[TOTAL_HASH_SIZE * 4];
using VehicleTypeTileHash = robin_hood::unordered_map<TileIndex, VehicleID>;
static std::array<VehicleTypeTileHash, 4> _vehicle_tile_hashes;
static Vehicle *VehicleFromTileHash(int xl, int yl, int xu, int yu, VehicleType type, void *data, VehicleFromPosProc *proc, bool find_first)
{
for (int y = yl; ; y = (y + (1 << HASH_BITS)) & (HASH_MASK << HASH_BITS)) {
for (int x = xl; ; x = (x + 1) & HASH_MASK) {
Vehicle *v = _vehicle_tile_hash[((x + y) & TOTAL_HASH_MASK) + (TOTAL_HASH_SIZE * type)];
for (; v != nullptr; v = v->hash_tile_next) {
Vehicle *a = proc(v, data);
if (find_first && a != nullptr) return a;
VehicleTypeTileHash &vhash = _vehicle_tile_hashes[type];
for (int y = yl; ; y++) {
for (int x = xl; ; x++) {
auto iter = vhash.find(TileXY(x, y));
if (iter != vhash.end()) {
Vehicle *v = Vehicle::Get(iter->second);
do {
Vehicle *a = proc(v, data);
if (find_first && a != nullptr) return a;
v = v->hash_tile_next;
} while (v != nullptr);
}
if (x == xu) break;
}
@ -527,10 +524,10 @@ Vehicle *VehicleFromPosXY(int x, int y, VehicleType type, void *data, VehicleFro
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;
int xl = (x - COLL_DIST) / TILE_SIZE;
int xu = (x + COLL_DIST) / TILE_SIZE;
int yl = (y - COLL_DIST) / TILE_SIZE;
int yu = (y + COLL_DIST) / TILE_SIZE;
return VehicleFromTileHash(xl, yl, xu, yu, type, data, proc, find_first);
}
@ -547,15 +544,17 @@ Vehicle *VehicleFromPosXY(int x, int y, VehicleType type, void *data, VehicleFro
*/
Vehicle *VehicleFromPos(TileIndex tile, VehicleType type, void *data, VehicleFromPosProc *proc, bool find_first)
{
int x = GB(TileX(tile), HASH_RES, HASH_BITS);
int y = GB(TileY(tile), HASH_RES, HASH_BITS) << HASH_BITS;
VehicleTypeTileHash &vhash = _vehicle_tile_hashes[type];
Vehicle *v = _vehicle_tile_hash[((x + y) & TOTAL_HASH_MASK) + (TOTAL_HASH_SIZE * type)];
for (; v != nullptr; v = v->hash_tile_next) {
if (v->tile != tile) continue;
auto iter = vhash.find(tile);
if (iter != vhash.end()) {
Vehicle *v = Vehicle::Get(iter->second);
do {
Vehicle *a = proc(v, data);
if (find_first && a != nullptr) return a;
Vehicle *a = proc(v, data);
if (find_first && a != nullptr) return a;
v = v->hash_tile_next;
} while (v != nullptr);
}
return nullptr;
@ -848,35 +847,53 @@ CommandCost EnsureNoTrainOnTrackBits(TileIndex tile, TrackBits track_bits)
void UpdateVehicleTileHash(Vehicle *v, bool remove)
{
Vehicle **old_hash = v->hash_tile_current;
Vehicle **new_hash;
TileIndex old_hash_tile = v->hash_tile_current;
TileIndex new_hash_tile;
if (remove || HasBit(v->subtype, GVSF_VIRTUAL) || (v->tile == 0 && _settings_game.construction.freeform_edges)) {
new_hash = nullptr;
new_hash_tile = INVALID_TILE;
} 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 = &_vehicle_tile_hash[((x + y) & TOTAL_HASH_MASK) + (TOTAL_HASH_SIZE * v->type)];
new_hash_tile = v->tile;
}
if (old_hash == new_hash) return;
if (old_hash_tile == new_hash_tile) return;
VehicleTypeTileHash &vhash = _vehicle_tile_hashes[v->type];
/* Remove from the old position in the hash table */
if (old_hash != nullptr) {
if (old_hash_tile != INVALID_TILE) {
if (v->hash_tile_next != nullptr) v->hash_tile_next->hash_tile_prev = v->hash_tile_prev;
*v->hash_tile_prev = v->hash_tile_next;
if (v->hash_tile_prev != nullptr) {
v->hash_tile_prev->hash_tile_next = v->hash_tile_next;
} else {
/* This was the first vehicle in the chain */
if (v->hash_tile_next != nullptr) {
vhash[old_hash_tile] = v->hash_tile_next->index;
} else {
vhash.erase(old_hash_tile);
}
}
}
/* Insert vehicle at beginning of the new position in the hash table */
if (new_hash != nullptr) {
v->hash_tile_next = *new_hash;
if (v->hash_tile_next != nullptr) v->hash_tile_next->hash_tile_prev = &v->hash_tile_next;
v->hash_tile_prev = new_hash;
*new_hash = v;
if (new_hash_tile != INVALID_TILE) {
auto res = vhash.insert({ new_hash_tile, v->index });
if (res.second) {
/* Insert took place */
v->hash_tile_next = nullptr;
v->hash_tile_prev = nullptr;
} else {
/* Key already existed */
Vehicle *next = Vehicle::Get(res.first->second);
next->hash_tile_prev = v;
v->hash_tile_next = next;
v->hash_tile_prev = nullptr;
res.first->second = v->index;
}
}
/* Remember current hash position */
v->hash_tile_current = new_hash;
/* Remember current hash tile */
v->hash_tile_current = new_hash_tile;
}
bool ValidateVehicleTileHash(const Vehicle *v)
@ -885,12 +902,19 @@ bool ValidateVehicleTileHash(const Vehicle *v)
|| (v->type == VEH_SHIP && HasBit(v->subtype, GVSF_VIRTUAL))
|| (v->type == VEH_AIRCRAFT && v->tile == 0 && _settings_game.construction.freeform_edges)
|| v->type >= VEH_COMPANY_END) {
return v->hash_tile_current == nullptr;
return v->hash_tile_current == INVALID_TILE;
}
int x = GB(TileX(v->tile), HASH_RES, HASH_BITS);
int y = GB(TileY(v->tile), HASH_RES, HASH_BITS) << HASH_BITS;
return v->hash_tile_current == &_vehicle_tile_hash[((x + y) & TOTAL_HASH_MASK) + (TOTAL_HASH_SIZE * v->type)];
if (v->hash_tile_current != v->tile) return false;
auto iter = _vehicle_tile_hashes[v->type].find(v->hash_tile_current);
if (iter == _vehicle_tile_hashes[v->type].end()) return false;
for (const Vehicle *u = Vehicle::GetIfValid(iter->second); u != nullptr; u = u->hash_tile_next) {
if (u == v) return true;
}
return false;
}
static Vehicle *_vehicle_viewport_hash[1 << (GEN_HASHX_BITS + GEN_HASHY_BITS)];
@ -966,9 +990,15 @@ static void ProcessDeferredUpdateVehicleViewportHashes()
void ResetVehicleHash()
{
for (Vehicle *v : Vehicle::Iterate()) { v->hash_tile_current = nullptr; }
for (Vehicle *v : Vehicle::Iterate()) {
v->hash_tile_next = nullptr;
v->hash_tile_prev = nullptr;
v->hash_tile_current = INVALID_TILE;
}
memset(_vehicle_viewport_hash, 0, sizeof(_vehicle_viewport_hash));
memset(_vehicle_tile_hash, 0, sizeof(_vehicle_tile_hash));
for (VehicleTypeTileHash &vhash : _vehicle_tile_hashes) {
vhash.clear();
}
}
void ResetVehicleColourMap()

@ -307,8 +307,8 @@ public:
Vehicle **hash_viewport_prev; ///< NOSAVE: Previous vehicle in the visual location hash.
Vehicle *hash_tile_next; ///< NOSAVE: Next vehicle in the tile location hash.
Vehicle **hash_tile_prev; ///< NOSAVE: Previous vehicle in the tile location hash.
Vehicle **hash_tile_current; ///< NOSAVE: Cache of the current hash chain.
Vehicle *hash_tile_prev; ///< NOSAVE: Previous vehicle in the tile location hash.
TileIndex hash_tile_current = INVALID_TILE; ///< NOSAVE: current tile used for tile location hash.
byte breakdown_severity; ///< severity of the breakdown. Note that lower means more severe
byte breakdown_type; ///< Type of breakdown

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