Fix: Some typos found using codespell
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@@ -23,7 +23,7 @@ private:
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};
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/**
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* Stateless, thread safe demand hander. Doesn't do anything but call DemandCalculator.
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* Stateless, thread safe demand handler. Doesn't do anything but call DemandCalculator.
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*/
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class DemandHandler : public ComponentHandler {
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public:
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@@ -6,7 +6,7 @@
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#include "linkgraphjob_base.h"
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/**
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* Stateless, thread safe initialization hander. Initializes node and edge
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* Stateless, thread safe initialization handler. Initializes node and edge
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* annotations.
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*/
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class InitHandler : public ComponentHandler {
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@@ -62,7 +62,7 @@ void LinkGraphJob::SpawnThread()
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{
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if (!StartNewThread(&this->thread, "ottd:linkgraph", &(LinkGraphSchedule::Run), this)) {
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/* Of course this will hang a bit.
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* On the other hand, if you want to play games which make this hang noticably
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* On the other hand, if you want to play games which make this hang noticeably
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* on a platform without threads then you'll probably get other problems first.
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* OK:
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* If someone comes and tells me that this hangs for him/her, I'll implement a
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@@ -415,7 +415,7 @@ public:
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protected:
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/**
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* Some boundaries to clamp agains in order to avoid integer overflows.
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* Some boundaries to clamp against in order to avoid integer overflows.
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*/
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enum PathCapacityBoundaries {
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PATH_CAP_MULTIPLIER = 16,
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@@ -250,7 +250,7 @@ void LinkRefresher::RefreshStats(const Order *cur, const Order *next)
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/**
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* Iterate over orders starting at \a cur and \a next and refresh links
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* associated with them. \a cur and \a next can be equal. If they're not they
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* must be "neigbours" in their order list, which means \a next must be directly
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* must be "neighbours" in their order list, which means \a next must be directly
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* reachable from \a cur without passing any further OT_GOTO_STATION or
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* OT_IMPLICIT orders in between.
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* @param cur Current order being evaluated.
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