Documentation: Improve formatting of low-level changes doc
This commit is contained in:
@@ -1,6 +1,7 @@
|
||||
## 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
|
||||
@@ -22,151 +23,151 @@ This document does not describe the player-visible changes/additions described i
|
||||
|
||||
#### 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.
|
||||
* 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.
|
||||
* 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 various supplementary non-GRF information, e.g. vehicle variables and flags.
|
||||
|
||||
#### Logging
|
||||
|
||||
Add yapfdesync, linkgraph and sound log levels.
|
||||
Extend desync and random logging.
|
||||
* Add yapfdesync, linkgraph and sound 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.
|
||||
* 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.
|
||||
|
||||
### 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.
|
||||
* 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.
|
||||
|
||||
### 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.
|
||||
* 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.
|
||||
|
||||
### Data structures
|
||||
|
||||
Various data structures have been replaced with B-tree maps/sets (cpp-btree library).
|
||||
Various lists have been replaced with vectors or deques, etc.
|
||||
Remove mutexes from SmallStack, only used from the main thread.
|
||||
Use std::string in CommandContainer instead of a giant static buffer.
|
||||
Add a third parameter p3 to DoCommand/CommandContainer.
|
||||
Add a free bitmap for pool slots.
|
||||
Maintain free list for text effect entries.
|
||||
Many fields have been widened.
|
||||
* Various data structures have been replaced with B-tree maps/sets (cpp-btree library).
|
||||
* Various lists have been replaced with vectors or deques, etc.
|
||||
* Remove mutexes from SmallStack, only used from the main thread.
|
||||
* Use std::string in CommandContainer instead of a giant static buffer.
|
||||
* Add a third parameter p3 to DoCommand/CommandContainer.
|
||||
* Add a free bitmap for pool slots.
|
||||
* Maintain free list for text effect entries.
|
||||
* Many fields have been widened.
|
||||
|
||||
### Vehicles
|
||||
|
||||
Cache the sprite_seq bounds.
|
||||
Index the order list in 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 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.
|
||||
* 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.
|
||||
|
||||
### 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.
|
||||
* 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.
|
||||
|
||||
### Sprites/blitter
|
||||
|
||||
Add a fast path to Blitter_32bppAnim::Draw.
|
||||
Replace sprite cache implementation.
|
||||
* Add a fast path to Blitter_32bppAnim::Draw.
|
||||
* Replace sprite cache implementation.
|
||||
|
||||
### Link graph
|
||||
|
||||
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.
|
||||
Replace MCF Dijkstra RB-tree with B-tree.
|
||||
Reduce performance issues when deleting stale links with refit to any cargo.
|
||||
* 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.
|
||||
* Replace MCF Dijkstra RB-tree with B-tree.
|
||||
* Reduce performance issues when deleting stale links with refit to any cargo.
|
||||
|
||||
### Pathfinder
|
||||
|
||||
YAPF: Reduce need to scan open list queue when moving best node to closed list
|
||||
* 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.
|
||||
* 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.
|
||||
|
||||
### AI/GS
|
||||
|
||||
[AI/GS script additions](docs/script-additions.html).
|
||||
Add AI/GS method to get current day length.
|
||||
Add GS method to create river tiles.
|
||||
Add workaround for performance issues attempting to create a town when no town names are left.
|
||||
Fixup a GS otherwise inconsistent with day length.
|
||||
* [AI/GS script additions](docs/script-additions.html).
|
||||
* Add AI/GS method to get current day length.
|
||||
* Add GS method to create river tiles.
|
||||
* 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](docs/newgrf-additions.html).
|
||||
Add workaround for a known buggy NewGRF to avoid desync issues.
|
||||
* [NewGRF specification additions](docs/newgrf-additions.html).
|
||||
* Add workaround for a known buggy NewGRF to avoid desync issues.
|
||||
|
||||
### 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.
|
||||
* 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.
|
||||
Increase FIO buffer size.
|
||||
* 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.
|
||||
* Increase FIO buffer size.
|
||||
|
||||
### Command line
|
||||
|
||||
Add switch: -J, quit after N days.
|
||||
Add savegame feature versions to output of -q.
|
||||
* 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.
|
||||
* 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.
|
||||
Increase the number of file slots.
|
||||
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.
|
||||
* Use of __builtin_expect, byte-swap builtins, overflow builtins, and various bitmath builtins.
|
||||
* Add various debug console commands.
|
||||
* Increase the number of file slots.
|
||||
* 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.
|
||||
|
Reference in New Issue
Block a user