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

See: #545
This commit is contained in:
Jonathan G Rennison
2023-06-17 19:32:33 +01:00
parent 8c600fd480
commit 410d5bdc55
6 changed files with 35 additions and 6 deletions

View File

@@ -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);