Fix handling of effect vehicles in CallVehicleTicks

Move effect vehicles into separate cache vector
Call effect vehicle ticks before other vehicle types

See #76
This commit is contained in:
Jonathan G Rennison
2019-02-15 18:14:15 +00:00
parent 884fa9a9d4
commit e28e2f638e
2 changed files with 17 additions and 5 deletions

View File

@@ -1131,6 +1131,7 @@ std::vector<Train *> _tick_train_front_cache;
std::vector<RoadVehicle *> _tick_road_veh_front_cache;
std::vector<Aircraft *> _tick_aircraft_front_cache;
std::vector<Ship *> _tick_ship_cache;
std::vector<EffectVehicle *> _tick_effect_veh_cache;
std::vector<Vehicle *> _tick_other_veh_cache;
void ClearVehicleTickCaches()
@@ -1140,6 +1141,7 @@ void ClearVehicleTickCaches()
_tick_road_veh_front_cache.clear();
_tick_aircraft_front_cache.clear();
_tick_ship_cache.clear();
_tick_effect_veh_cache.clear();
_tick_other_veh_cache.clear();
}
@@ -1172,6 +1174,10 @@ void RebuildVehicleTickCaches()
case VEH_SHIP:
_tick_ship_cache.push_back(Ship::From(v));
break;
case VEH_EFFECT:
_tick_effect_veh_cache.push_back(EffectVehicle::From(v));
break;
}
}
_tick_caches_valid = true;
@@ -1230,6 +1236,13 @@ void CallVehicleTicks()
Vehicle *v = NULL;
SCOPE_INFO_FMT([&v], "CallVehicleTicks: %s", scope_dumper().VehicleInfo(v));
{
for (EffectVehicle *u : _tick_effect_veh_cache) {
if (!u) continue;
v = u;
u->Tick();
}
}
{
PerformanceMeasurer framerate(PFE_GL_TRAINS);
for (Train *t : _tick_train_too_heavy_cache) {
@@ -1287,7 +1300,6 @@ void CallVehicleTicks()
}
{
for (Vehicle *u : _tick_other_veh_cache) {
if (!u) continue;
v = u;
u->Tick();
}