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OpenTTD-patches/docs/jgrpp-low-level-changes.md

9.5 KiB

JGR's Patchpack: Low level changes

This document describes low-level changes to the codebase which are not generally visible when actually running/playing the game, this is a non-exhaustive list.

This document does not describe the player-visible changes/additions described in the main readme.

Crash logger and diagnostics

  • Additional logged items: current company ID, map size, configure invocation, thread name, recently executed commands, static NewGRFs.
  • Additional logged platform-specific items: detailed OS version (Unix), signal details (Unix, Mac), exception record data (Windows).
  • Better handling of crashes which occur in a non-main thread (ask the main thread to do the crash screenshot and savegame).
  • Support logging register values on Unix and Mac.
  • Support using libbfd for symbol lookup and line numbers (gcc/clang).
  • Support using gdb/lldb if available to add further detail to the crashlog (Unix, Mac).
  • Support using sigaction and sigaltstack for more information and correct handling of stack overflow crashes (Unix).
  • Attempt to log stack overflow and heap corruption exceptions (Windows).
  • Demangle C++ symbols (Unix).
  • Attempt to handle crashes which occur within the crashlog handler, by skipping or only partially writing the faulting section.
  • 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

  • Various assertions are extended to log further information on failure.
  • Various assertions which check the state of a tile are extended to dump the tile state (m1 - m8, etc.) on failure.

Scope annotations

  • Scopes (in the main thread) can be annotated with a functor/lambda which is called in the event of a crash to provide further information to add to the crash log.

NewGRF debug window

  • Add various supplementary non-GRF information, e.g. vehicle variables and flags.
  • Add NewGRF sprite group dumping and related functionality.

Logging

  • Add yapfdesync, linkgraph, sound, and command log levels.
  • Extend desync and random logging.

Map

  • Store tunnel start/end pairs in a pool, indexed in the start/end tiles.
  • Set bit in map if level crossing is possibly occupied by a road vehicle.
  • Cache inferred one-way state of road tiles.
  • De-virtualise calls to AnimateTile().
  • Cache animated tile speed.
  • Cache whether water tiles have water for all neighbouring tiles.
  • Improve performance of arctic snow line checks.

Viewport

  • Cache bridge/tunnel start and ends.
  • Cache station sign bounds.
  • Split sprite sort regions when more than 60 sprites present.
  • Reduce unnecessary region redraws when scrolling viewports.
  • Reduce viewport invalidation region size of track reservation and signal state changes.
  • Cache landscape background in map mode.
  • Partial parallelisation of non-map mode viewport rendering.

Rendering

  • Track dirty viewport areas seperately from general screen redraws, using a zoom-level dependant sized grid.
  • Use a rectangle array for general screen redraws instead of a block grid.
  • Add a dirty bit to windows and widgets, for redrawing entire windows or widgets.
  • Clip drawing of window widgets which are not in the redraw area.
  • Reduce unnecessary status bar and vehicle list window redraws.
  • Filter out tile parts which are entirely outside the drawing area, within DrawTileProc handlers.
  • Improve performance of drawing rail catenary.
  • Cache which window types are currently shown.

Data structures

  • Various data structures have been replaced with B-tree maps/sets (cpp-btree library), or robin-hood hash maps.
  • Various lists have been replaced with vectors, or other data structures.
  • Various deques and queues have been replaced with ring buffers.
  • Remove mutexes from SmallStack, only used from the main thread.
  • 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.
  • Change underlying data structures for ScriptList, create reverse mapping on demand instead of unconditionally.
  • Split GoodsEntry structure.

Vehicles

  • Cache the sprite_seq bounds.
  • Index the order list in a vector.
  • Observe the operation of the NewGRF when getting the vehicle image/sprite, and elide further calls to the NewGRF if it can be determined that the result will be the same.
  • Update train/road vehicle image/sprite on demand (i.e. when on screen) when image is continuously updated by GRF.
  • Add consist flag for the case where no vehicles in consist are on a slope.
  • 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

  • Add supplementary information to find server UDP packets and reply in an extended format with more info/wider fields if detected.
  • Paginate UDP packets longer than the MTU across multiple packets.
  • Use larger "packets" where useful in TCP connections.
  • Send vehicle caches from network server to clients to avoid desyncs caused by non-deterministic NewGRFs.
  • Change network protocol to send server/join and rcon passwords in an encrypted form (key exchange) instead of in clear text.
  • Encrypt the contents of rcon messages to the server and any responses.

Sprites/blitter

  • Add a fast path to Blitter_32bppAnim::Draw.
  • Replace sprite cache implementation.
  • Only cache sprites at the currently required zoom levels instead of all of them.
  • Add brightness adjusting modes to non-8bpp blitters.
  • Completely change link graph job scheduling to make the duration of a job and the number of jobs per thread instance variable according to the estimated size of the job.
  • Various use of custom allocators, etc.
  • Early abort link graph threads if abandoning/quitting the game.
  • 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

  • YAPF: Reduce need to scan open list queue when moving best node to closed list

Save and load

  • Feature versioning, see readme and code.
  • Extend gamelog to not truncate version strings.
  • Save/load the map in a single chunk, such that it can be saved/loaded in one pass.
  • Various other changes to savegame format and settings handling, see readme and code for details.
  • Replace read/write accessors and buffering.
  • Perform savegame decompression in a separate thread.
  • Pre-filter SaveLoad descriptor arrays for current version/mode, for chunks with many objects.
  • Support zstd compression for autosaves and network joins.

AI/GS

  • AI/GS script additions.
  • Add AI/GS method to get current day length.
  • Add GS method to create river tiles.
  • Add AI/GS methods related to road and tram types.
  • Add workaround for performance issues when attempting to create a town when no town names are left.
  • Fixup a GS otherwise inconsistent with day length.

NewGRF

  • NewGRF specification additions.
  • Add workaround for a known buggy NewGRF to avoid desync issues.
  • 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

  • Update whole window surface if >= 80% needs updating.
  • Only pass a single rectangle to SDL_UpdateWindowSurfaceRects to prevent screen tearing.
  • Allow using the hash key (#) as a hotkey.

Other performance improvements

  • Use multiple threads for NewGRF scan MD5 calculations, on multi-CPU machines.
  • Avoid redundant re-scans for AI and game script files.
  • Avoid iterating vehicle list to release disaster vehicles if there are none.
  • Avoid quadratic behaviour in updating station nearby lists in RecomputeCatchmentForAll.

Command line

  • Add switch: -J, quit after N days.
  • Add savegame feature versions to output of -q.

Configure/build

  • Changes to gcc/clang detection and flags
  • Changes to version detection and the format of the version string.
  • Minor CMake changes.

Misc

  • Use of __builtin_expect, byte-swap builtins, overflow builtins, and various bitmath builtins.
  • Add various debug console commands.
  • Cache font heights.
  • Cache resolved names for stations, towns and industries.
  • 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.