Codechange: Speed up industry generation using industry-type checks. (#13094)

Store a list of industries per industry type. This allows industry generation checks which only consider a specific industry type to check a reduced set of industries, leading to a potential performance increase.

This also removes the need to track industry type counts as well.
This commit is contained in:
Peter Nelson 2024-11-22 23:17:24 +00:00 committed by GitHub
parent a951896364
commit 16038879e4
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GPG Key ID: B5690EEEBB952194
5 changed files with 39 additions and 77 deletions

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@ -243,28 +243,6 @@ struct Industry : IndustryPool::PoolItem<&_industry_pool> {
static Industry *GetRandom();
static void PostDestructor(size_t index);
/**
* Increment the count of industries for this type.
* @param type IndustryType to increment
* @pre type < NUM_INDUSTRYTYPES
*/
static inline void IncIndustryTypeCount(IndustryType type)
{
assert(type < NUM_INDUSTRYTYPES);
counts[type]++;
}
/**
* Decrement the count of industries for this type.
* @param type IndustryType to decrement
* @pre type < NUM_INDUSTRYTYPES
*/
static inline void DecIndustryTypeCount(IndustryType type)
{
assert(type < NUM_INDUSTRYTYPES);
counts[type]--;
}
/**
* Get the count of industries for this type.
* @param type IndustryType to query
@ -273,13 +251,7 @@ struct Industry : IndustryPool::PoolItem<&_industry_pool> {
static inline uint16_t GetIndustryTypeCount(IndustryType type)
{
assert(type < NUM_INDUSTRYTYPES);
return counts[type];
}
/** Resets industry counts. */
static inline void ResetIndustryCounts()
{
memset(&counts, 0, sizeof(counts));
return static_cast<uint16_t>(std::size(industries[type]));
}
inline const std::string &GetCachedName() const
@ -288,11 +260,10 @@ struct Industry : IndustryPool::PoolItem<&_industry_pool> {
return this->cached_name;
}
static std::array<std::vector<IndustryID>, NUM_INDUSTRYTYPES> industries; ///< List of industries of each type.
private:
void FillCachedName() const;
protected:
static uint16_t counts[NUM_INDUSTRYTYPES]; ///< Number of industries per type ingame
};
void ClearAllIndustryCachedNames();

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@ -63,7 +63,7 @@ void BuildOilRig(TileIndex tile);
static uint8_t _industry_sound_ctr;
static TileIndex _industry_sound_tile;
uint16_t Industry::counts[NUM_INDUSTRYTYPES];
std::array<std::vector<IndustryID>, NUM_INDUSTRYTYPES> Industry::industries;
IndustrySpec _industry_specs[NUM_INDUSTRYTYPES];
IndustryTileSpec _industry_tile_specs[NUM_INDUSTRYTILES];
@ -189,7 +189,9 @@ Industry::~Industry()
/* Clear the persistent storage. */
delete this->psa;
DecIndustryTypeCount(this->type);
auto &industries = Industry::industries[type];
auto it = std::ranges::lower_bound(industries, this->index);
industries.erase(it);
DeleteIndustryNews(this->index);
CloseWindowById(WC_INDUSTRY_VIEW, this->index);
@ -1434,8 +1436,8 @@ static CommandCost FindTownForIndustry(TileIndex tile, IndustryType type, Town *
if (_settings_game.economy.multiple_industry_per_town) return CommandCost();
for (const Industry *i : Industry::Iterate()) {
if (i->type == type && i->town == *t) {
for (const IndustryID &industry : Industry::industries[type]) {
if (Industry::Get(industry)->town == *t) {
*t = nullptr;
return_cmd_error(STR_ERROR_ONLY_ONE_ALLOWED_PER_TOWN);
}
@ -1693,35 +1695,13 @@ static CommandCost CheckIfFarEnoughFromConflictingIndustry(TileIndex tile, Indus
{
const IndustrySpec *indspec = GetIndustrySpec(type);
/* On a large map with many industries, it may be faster to check an area. */
static const int dmax = 14;
if (Industry::GetNumItems() > static_cast<size_t>(dmax * dmax * 2)) {
const Industry *i = nullptr;
TileArea tile_area = TileArea(tile, 1, 1).Expand(dmax);
for (TileIndex atile : tile_area) {
if (GetTileType(atile) == MP_INDUSTRY) {
const Industry *i2 = Industry::GetByTile(atile);
if (i == i2) continue;
i = i2;
if (DistanceMax(tile, i->location.tile) > (uint)dmax) continue;
if (i->type == indspec->conflicting[0] ||
i->type == indspec->conflicting[1] ||
i->type == indspec->conflicting[2]) {
return_cmd_error(STR_ERROR_INDUSTRY_TOO_CLOSE);
}
}
}
return CommandCost();
}
for (IndustryType conflicting_type : indspec->conflicting) {
if (conflicting_type == IT_INVALID) continue;
for (const Industry *i : Industry::Iterate()) {
/* Within 14 tiles from another industry is considered close */
if (DistanceMax(tile, i->location.tile) > 14) continue;
for (const IndustryID &industry : Industry::industries[conflicting_type]) {
/* Within 14 tiles from another industry is considered close */
if (DistanceMax(tile, Industry::Get(industry)->location.tile) > 14) continue;
/* check if there are any conflicting industry types around */
if (i->type == indspec->conflicting[0] ||
i->type == indspec->conflicting[1] ||
i->type == indspec->conflicting[2]) {
return_cmd_error(STR_ERROR_INDUSTRY_TOO_CLOSE);
}
}
@ -1787,7 +1767,10 @@ static void DoCreateNewIndustry(Industry *i, TileIndex tile, IndustryType type,
i->location = TileArea(tile, 1, 1);
i->type = type;
Industry::IncIndustryTypeCount(type);
auto &industries = Industry::industries[type];
auto it = std::ranges::lower_bound(industries, i->index);
it = industries.emplace(it, i->index);
for (size_t index = 0; index < std::size(indspec->produced_cargo); ++index) {
if (!IsValidCargoID(indspec->produced_cargo[index])) break;
@ -2413,8 +2396,10 @@ static void PlaceInitialIndustry(IndustryType type, bool try_hard)
*/
static uint GetCurrentTotalNumberOfIndustries()
{
int total = 0;
for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) total += Industry::GetIndustryTypeCount(it);
uint total = 0;
for (const auto &industries : Industry::industries) {
total += static_cast<uint16_t>(std::size(industries));
}
return total;
}
@ -3090,7 +3075,7 @@ static IntervalTimer<TimerGameEconomy> _economy_industries_monthly({TimerGameEco
void InitializeIndustries()
{
Industry::ResetIndustryCounts();
Industry::industries = {};
_industry_sound_tile = 0;
_industry_builder.Reset();

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@ -92,10 +92,11 @@ uint32_t GetIndustryIDAtOffset(TileIndex tile, const Industry *i, uint32_t cur_g
static uint32_t GetClosestIndustry(TileIndex tile, IndustryType type, const Industry *current)
{
uint32_t best_dist = UINT32_MAX;
for (const Industry *i : Industry::Iterate()) {
if (i->type != type || i == current) continue;
best_dist = std::min(best_dist, DistanceManhattan(tile, i->location.tile));
for (const IndustryID &industry : Industry::industries[type]) {
if (industry == current->index) continue;
best_dist = std::min(best_dist, DistanceManhattan(tile, Industry::Get(industry)->location.tile));
}
return best_dist;
@ -145,8 +146,11 @@ static uint32_t GetCountAndDistanceOfClosestInstance(uint8_t param_setID, uint8_
} else {
/* Count only those who match the same industry type and layout filter
* Unfortunately, we have to do it manually */
for (const Industry *i : Industry::Iterate()) {
if (i->type == ind_index && i != current && (i->selected_layout == layout_filter || layout_filter == 0) && (!town_filter || i->town == current->town)) {
for (const IndustryID &industry : Industry::industries[ind_index]) {
if (industry == current->index) continue;
const Industry *i = Industry::Get(industry);
if ((layout_filter == 0 || i->selected_layout == layout_filter) && (!town_filter || i->town == current->town)) {
closest_dist = std::min(closest_dist, DistanceManhattan(current->location.tile, i->location.tile));
count++;
}
@ -278,9 +282,12 @@ static uint32_t GetCountAndDistanceOfClosestInstance(uint8_t param_setID, uint8_
}
/* Distance of nearest industry of given type */
case 0x64:
case 0x64: {
if (this->tile == INVALID_TILE) break;
return GetClosestIndustry(this->tile, MapNewGRFIndustryType(parameter, indspec->grf_prop.grffile->grfid), this->industry);
IndustryType type = MapNewGRFIndustryType(parameter, indspec->grf_prop.grffile->grfid);
if (type >= NUM_INDUSTRYTYPES) return UINT32_MAX;
return GetClosestIndustry(this->tile, type, this->industry);
}
/* Get town zone and Manhattan distance of closest town */
case 0x65: {
if (this->tile == INVALID_TILE) break;

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@ -211,7 +211,6 @@ struct INDYChunkHandler : ChunkHandler {
SlIndustryAccepted::ResetOldStructure();
SlIndustryProduced::ResetOldStructure();
Industry::ResetIndustryCounts();
while ((index = SlIterateArray()) != -1) {
Industry *i = new (index) Industry();
@ -229,7 +228,7 @@ struct INDYChunkHandler : ChunkHandler {
} else if (IsSavegameVersionBefore(SLV_INDUSTRY_CARGO_REORGANISE)) {
LoadMoveAcceptsProduced(i, INDUSTRY_NUM_INPUTS, INDUSTRY_NUM_OUTPUTS);
}
Industry::IncIndustryTypeCount(i->type);
Industry::industries[i->type].push_back(i->index); // Assume savegame indices are sorted.
}
}

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@ -874,7 +874,7 @@ static bool LoadOldIndustry(LoadgameState *ls, int num)
i->random_colour = RemapTTOColour(i->random_colour);
}
Industry::IncIndustryTypeCount(i->type);
Industry::industries[i->type].push_back(i->index); // Assume savegame indices are sorted.
} else {
delete i;
}