(svn r10111) -Codechange: Add new vehicle hash table for collision detection and finding vehicles on a tile. The hash area scanned is far smaller than the old hash table, which is now used for viewport updates only. This should give a significant performance improvement for games with many vehicles. (Based on work by 'B. N. SmatZ!' and 'madman2003')
This commit is contained in:
122
src/vehicle.cpp
122
src/vehicle.cpp
@@ -394,44 +394,117 @@ bool AllocateVehicles(Vehicle **vl, int num)
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return true;
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}
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/* Size of the hash, 6 = 64 x 64, 7 = 128 x 128. Larger sizes will (in theory) reduce hash
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* lookup times at the expense of memory usage. */
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const int HASH_BITS = 7;
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const int HASH_SIZE = 1 << HASH_BITS;
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const int HASH_MASK = HASH_SIZE - 1;
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const int TOTAL_HASH_SIZE = 1 << (HASH_BITS * 2);
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const int TOTAL_HASH_MASK = TOTAL_HASH_SIZE - 1;
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static Vehicle *_vehicle_position_hash[0x1000];
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/* Resolution of the hash, 0 = 1*1 tile, 1 = 2*2 tiles, 2 = 4*4 tiles, etc.
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* Profiling results show that 0 is fastest. */
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const int HASH_RES = 0;
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void *VehicleFromPos(TileIndex tile, void *data, VehicleFromPosProc *proc)
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static Vehicle *_new_vehicle_position_hash[TOTAL_HASH_SIZE];
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static void *VehicleFromHash(int xl, int yl, int xu, int yu, void *data, VehicleFromPosProc *proc)
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{
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Point pt = RemapCoords(TileX(tile) * TILE_SIZE, TileY(tile) * TILE_SIZE, 0);
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/* The hash area to scan */
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const int xl = GB(pt.x - 174, 7, 6);
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const int xu = GB(pt.x + 104, 7, 6);
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const int yl = GB(pt.y - 294, 6, 6) << 6;
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const int yu = GB(pt.y + 56, 6, 6) << 6;
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int x;
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int y;
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for (y = yl;; y = (y + (1 << 6)) & (0x3F << 6)) {
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for (x = xl;; x = (x + 1) & 0x3F) {
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Vehicle *v = _vehicle_position_hash[(x + y) & 0xFFFF];
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while (v != NULL) {
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void* a = proc(v, data);
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for (int y = yl; ; y = (y + (1 << HASH_BITS)) & (HASH_MASK << HASH_BITS)) {
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for (int x = xl; ; x = (x + 1) & HASH_MASK) {
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Vehicle *v = _new_vehicle_position_hash[(x + y) & TOTAL_HASH_MASK];
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for (; v != NULL; v = v->next_new_hash) {
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void *a = proc(v, data);
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if (a != NULL) return a;
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v = v->next_hash;
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}
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if (x == xu) break;
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}
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if (y == yu) break;
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}
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return NULL;
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}
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void *VehicleFromPosXY(int x, int y, void *data, VehicleFromPosProc *proc)
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{
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const int COLL_DIST = 6;
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/* Hash area to scan is from xl,yl to xu,yu */
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int xl = GB((x - COLL_DIST) / TILE_SIZE, HASH_RES, HASH_BITS);
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int xu = GB((x + COLL_DIST) / TILE_SIZE, HASH_RES, HASH_BITS);
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int yl = GB((y - COLL_DIST) / TILE_SIZE, HASH_RES, HASH_BITS) << HASH_BITS;
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int yu = GB((y + COLL_DIST) / TILE_SIZE, HASH_RES, HASH_BITS) << HASH_BITS;
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return VehicleFromHash(xl, yl, xu, yu, data, proc);
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}
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void *VehicleFromPos(TileIndex tile, void *data, VehicleFromPosProc *proc)
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{
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int x = GB(TileX(tile), HASH_RES, HASH_BITS);
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int y = GB(TileY(tile), HASH_RES, HASH_BITS) << HASH_BITS;
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Vehicle *v = _new_vehicle_position_hash[(x + y) & TOTAL_HASH_MASK];
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for (; v != NULL; v = v->next_new_hash) {
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if (v->tile != tile) continue;
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void *a = proc(v, data);
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if (a != NULL) return a;
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}
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return NULL;
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}
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static void UpdateNewVehiclePosHash(Vehicle *v)
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{
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Vehicle **old_hash = v->old_new_hash;
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Vehicle **new_hash;
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if (v->tile == INVALID_TILE || v->tile == 0) {
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new_hash = NULL;
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} else {
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int x = GB(TileX(v->tile), HASH_RES, HASH_BITS);
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int y = GB(TileY(v->tile), HASH_RES, HASH_BITS) << HASH_BITS;
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new_hash = &_new_vehicle_position_hash[(x + y) & TOTAL_HASH_MASK];
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}
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if (old_hash == new_hash) return;
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/* Remove from the old position in the hash table */
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if (old_hash != NULL) {
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Vehicle *last = NULL;
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Vehicle *u = *old_hash;
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while (u != v) {
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last = u;
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u = u->next_new_hash;
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assert(u != NULL);
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}
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if (last == NULL) {
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*old_hash = v->next_new_hash;
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} else {
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last->next_new_hash = v->next_new_hash;
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}
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}
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/* Insert vehicle at beginning of the new position in the hash table */
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if (new_hash != NULL) {
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v->next_new_hash = *new_hash;
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*new_hash = v;
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assert(v != v->next_new_hash);
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}
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/* Remember current hash position */
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v->old_new_hash = new_hash;
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}
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static Vehicle *_vehicle_position_hash[0x1000];
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static void UpdateVehiclePosHash(Vehicle* v, int x, int y)
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{
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UpdateNewVehiclePosHash(v);
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Vehicle **old_hash, **new_hash;
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int old_x = v->left_coord;
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int old_y = v->top_coord;
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@@ -468,6 +541,7 @@ static void UpdateVehiclePosHash(Vehicle* v, int x, int y)
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void ResetVehiclePosHash()
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{
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memset(_vehicle_position_hash, 0, sizeof(_vehicle_position_hash));
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memset(_new_vehicle_position_hash, 0, sizeof(_new_vehicle_position_hash));
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}
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void InitializeVehicles()
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@@ -611,8 +685,10 @@ void DestroyVehicle(Vehicle *v)
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InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
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}
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v->tile = INVALID_TILE;
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UpdateVehiclePosHash(v, INVALID_COORD, 0);
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v->next_hash = NULL;
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v->next_new_hash = NULL;
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if (IsPlayerBuildableVehicleType(v)) DeleteVehicleOrders(v);
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/* Now remove any artic part. This will trigger an other
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