(svn r14258) -Codechange: rework the way to query the vehicle hash to make sure it always results in the same irregardless of the order of the hash-linked-list.

-Fix: desync in PBS reservation following, vehicle flooding and road vehicle overtake/follow code.
This commit is contained in:
rubidium
2008-09-07 11:23:10 +00:00
parent f4ee4fd5ae
commit 9474db5cb6
12 changed files with 246 additions and 155 deletions

View File

@@ -168,42 +168,12 @@ static Vehicle *EnsureNoVehicleProcZ(Vehicle *v, void *data)
return v;
}
Vehicle *FindVehicleOnTileZ(TileIndex tile, byte z)
{
return (Vehicle*)VehicleFromPos(tile, &z, &EnsureNoVehicleProcZ);
}
bool EnsureNoVehicleOnGround(TileIndex tile)
{
return FindVehicleOnTileZ(tile, GetTileMaxZ(tile)) == NULL;
byte z = GetTileMaxZ(tile);
return !HasVehicleOnPos(tile, &z, &EnsureNoVehicleProcZ);
}
Vehicle *FindVehicleBetween(TileIndex from, TileIndex to, byte z, bool without_crashed)
{
int x1 = TileX(from);
int y1 = TileY(from);
int x2 = TileX(to);
int y2 = TileY(to);
Vehicle *veh;
/* Make sure x1 < x2 or y1 < y2 */
if (x1 > x2 || y1 > y2) {
Swap(x1, x2);
Swap(y1, y2);
}
FOR_ALL_VEHICLES(veh) {
if (without_crashed && (veh->vehstatus & VS_CRASHED) != 0) continue;
if ((veh->type == VEH_TRAIN || veh->type == VEH_ROAD) && (z == 0xFF || veh->z_pos == z)) {
if ((veh->x_pos >> 4) >= x1 && (veh->x_pos >> 4) <= x2 &&
(veh->y_pos >> 4) >= y1 && (veh->y_pos >> 4) <= y2) {
return veh;
}
}
}
return NULL;
}
/** Procedure called for every vehicle found in tunnel/bridge in the hash map */
static Vehicle *GetVehicleTunnelBridgeProc(Vehicle *v, void *data)
{
@@ -217,14 +187,12 @@ static Vehicle *GetVehicleTunnelBridgeProc(Vehicle *v, void *data)
* Finds vehicle in tunnel / bridge
* @param tile first end
* @param endtile second end
* @return pointer to vehicle found
* @return true if the bridge has a vehicle
*/
Vehicle *GetVehicleTunnelBridge(TileIndex tile, TileIndex endtile)
bool HasVehicleOnTunnelBridge(TileIndex tile, TileIndex endtile)
{
Vehicle *v = (Vehicle*)VehicleFromPos(tile, NULL, &GetVehicleTunnelBridgeProc);
if (v != NULL) return v;
return (Vehicle*)VehicleFromPos(endtile, NULL, &GetVehicleTunnelBridgeProc);
return HasVehicleOnPos(tile, NULL, &GetVehicleTunnelBridgeProc) ||
HasVehicleOnPos(endtile, NULL, &GetVehicleTunnelBridgeProc);
}
@@ -384,14 +352,14 @@ const int HASH_RES = 0;
static Vehicle *_new_vehicle_position_hash[TOTAL_HASH_SIZE];
static Vehicle *VehicleFromHash(int xl, int yl, int xu, int yu, void *data, VehicleFromPosProc *proc)
static Vehicle *VehicleFromHash(int xl, int yl, int xu, int yu, 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 = _new_vehicle_position_hash[(x + y) & TOTAL_HASH_MASK];
for (; v != NULL; v = v->next_new_hash) {
Vehicle *a = proc(v, data);
if (a != NULL) return a;
if (find_first && a != NULL) return a;
}
if (x == xu) break;
}
@@ -402,7 +370,18 @@ static Vehicle *VehicleFromHash(int xl, int yl, int xu, int yu, void *data, Vehi
}
Vehicle *VehicleFromPosXY(int x, int y, void *data, VehicleFromPosProc *proc)
/**
* Helper function for FindVehicleOnPos/HasVehicleOnPos.
* @note Do not call this function directly!
* @param x The X location on the map
* @param y The Y location on the map
* @param data Arbitrary data passed to proc
* @param proc The proc that determines whether a vehicle will be "found".
* @param find_first Whether to return on the first found or iterate over
* all vehicles
* @return the best matching or first vehicle (depending on find_first).
*/
static Vehicle *VehicleFromPosXY(int x, int y, void *data, VehicleFromPosProc *proc, bool find_first)
{
const int COLL_DIST = 6;
@@ -412,11 +391,55 @@ Vehicle *VehicleFromPosXY(int x, int y, void *data, VehicleFromPosProc *proc)
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;
return VehicleFromHash(xl, yl, xu, yu, data, proc);
return VehicleFromHash(xl, yl, xu, yu, data, proc, find_first);
}
/**
* Find a vehicle from a specific location. It will call proc for ALL vehicles
* on the tile and YOU must make SURE that the "best one" is stored in the
* data value and is ALWAYS the same regardless of the order of the vehicles
* where proc was called on!
* When you fail to do this properly you create an almost untraceable DESYNC!
* @note The return value of proc will be ignored.
* @note Use this when you have the intention that all vehicles
* should be iterated over.
* @param x The X location on the map
* @param y The Y location on the map
* @param data Arbitrary data passed to proc
* @param proc The proc that determines whether a vehicle will be "found".
*/
void FindVehicleOnPosXY(int x, int y, void *data, VehicleFromPosProc *proc)
{
VehicleFromPosXY(x, y, data, proc, false);
}
Vehicle *VehicleFromPos(TileIndex tile, void *data, VehicleFromPosProc *proc)
/**
* Checks whether a vehicle in on a specific location. It will call proc for
* vehicles until it returns non-NULL.
* @note Use FindVehicleOnPosXY when you have the intention that all vehicles
* should be iterated over.
* @param x The X location on the map
* @param y The Y location on the map
* @param data Arbitrary data passed to proc
* @param proc The proc that determines whether a vehicle will be "found".
* @return True if proc returned non-NULL.
*/
bool HasVehicleOnPosXY(int x, int y, void *data, VehicleFromPosProc *proc)
{
return VehicleFromPosXY(x, y, data, proc, true) != NULL;
}
/**
* Helper function for FindVehicleOnPos/HasVehicleOnPos.
* @note Do not call this function directly!
* @param tile The location on the map
* @param data Arbitrary data passed to proc
* @param proc The proc that determines whether a vehicle will be "found".
* @param find_first Whether to return on the first found or iterate over
* all vehicles
* @return the best matching or first vehicle (depending on find_first).
*/
static Vehicle *VehicleFromPos(TileIndex tile, 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;
@@ -426,12 +449,46 @@ Vehicle *VehicleFromPos(TileIndex tile, void *data, VehicleFromPosProc *proc)
if (v->tile != tile) continue;
Vehicle *a = proc(v, data);
if (a != NULL) return a;
if (find_first && a != NULL) return a;
}
return NULL;
}
/**
* Find a vehicle from a specific location. It will call proc for ALL vehicles
* on the tile and YOU must make SURE that the "best one" is stored in the
* data value and is ALWAYS the same regardless of the order of the vehicles
* where proc was called on!
* When you fail to do this properly you create an almost untraceable DESYNC!
* @note The return value of proc will be ignored.
* @note Use this when you have the intention that all vehicles
* should be iterated over.
* @param tile The location on the map
* @param data Arbitrary data passed to proc
* @param proc The proc that determines whether a vehicle will be "found".
*/
void FindVehicleOnPos(TileIndex tile, void *data, VehicleFromPosProc *proc)
{
VehicleFromPos(tile, data, proc, false);
}
/**
* Checks whether a vehicle in on a specific location. It will call proc for
* vehicles until it returns non-NULL.
* @note Use FindVehicleOnPos when you have the intention that all vehicles
* should be iterated over.
* @param tile The location on the map
* @param data Arbitrary data passed to proc
* @param proc The proc that determines whether a vehicle will be "found".
* @return True if proc returned non-NULL.
*/
bool HasVehicleOnPos(TileIndex tile, void *data, VehicleFromPosProc *proc)
{
return VehicleFromPos(tile, data, proc, true) != NULL;
}
static void UpdateNewVehiclePosHash(Vehicle *v, bool remove)
{
Vehicle **old_hash = v->old_new_hash;