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(svn r10773) -Codechange: use pool.CleanPool instead of CleanPool(&pool) and similarly for AddBlock*.
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9741094464
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2dd7a5d296
@ -1943,8 +1943,8 @@ void IndustryMonthlyLoop()
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void InitializeIndustries()
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{
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CleanPool(&_Industry_pool);
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AddBlockToPool(&_Industry_pool);
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_Industry_pool.CleanPool();
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_Industry_pool.AddBlockToPool();
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ResetIndustryCounts();
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_industry_sort_dirty = true;
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@ -20,7 +20,7 @@ STATIC_OLD_POOL(SoundInternal, FileEntry, 3, 1000, NULL, NULL)
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FileEntry *AllocateFileEntry()
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{
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if (_sound_count == GetSoundInternalPoolSize()) {
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if (!AddBlockToPool(&_SoundInternal_pool)) return NULL;
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if (!_SoundInternal_pool.AddBlockToPool()) return NULL;
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}
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return GetSoundInternal(_sound_count++);
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@ -29,7 +29,7 @@ FileEntry *AllocateFileEntry()
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void InitializeSoundPool()
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{
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CleanPool(&_SoundInternal_pool);
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_SoundInternal_pool.CleanPool();
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_sound_count = 0;
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/* Copy original sound data to the pool */
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@ -62,7 +62,7 @@ SpriteGroup *AllocateSpriteGroup()
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{
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/* This is totally different to the other pool allocators, as we never remove an item from the pool. */
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if (_spritegroup_count == GetSpriteGroupPoolSize()) {
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if (!AddBlockToPool(&_SpriteGroup_pool)) return NULL;
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if (!_SpriteGroup_pool.AddBlockToPool()) return NULL;
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}
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return GetSpriteGroup(_spritegroup_count++);
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@ -71,7 +71,7 @@ SpriteGroup *AllocateSpriteGroup()
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void InitializeSpriteGroupPool()
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{
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CleanPool(&_SpriteGroup_pool);
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_SpriteGroup_pool.CleanPool();
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_spritegroup_count = 0;
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}
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@ -106,24 +106,6 @@ struct OldMemoryPool : public OldMemoryPoolBase {
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}
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};
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/**
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* Those are the wrappers:
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* CleanPool cleans the pool up, but you can use AddBlockToPool directly again
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* (no need to call CreatePool!)
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* AddBlockToPool adds 1 more block to the pool. Returns false if there is no
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* more room
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*/
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static inline void CleanPool(OldMemoryPoolBase *array) { array->CleanPool(); }
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static inline bool AddBlockToPool(OldMemoryPoolBase *array) { return array->AddBlockToPool(); }
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/**
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* Adds blocks to the pool if needed (and possible) till index fits inside the pool
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*
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* @return Returns false if adding failed
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*/
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static inline bool AddBlockIfNeeded(OldMemoryPoolBase *array, uint index) { return array->AddBlockIfNeeded(index); }
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/**
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* Generic function to initialize a new block in a pool.
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* @param start_item the first item that needs to be initialized
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@ -302,14 +302,14 @@ static void UnInitializeGame()
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UnInitializeAirports();
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/* Uninitialize variables that are allocated dynamically */
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CleanPool(&_Town_pool);
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CleanPool(&_Industry_pool);
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CleanPool(&_Station_pool);
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CleanPool(&_Vehicle_pool);
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CleanPool(&_Sign_pool);
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CleanPool(&_Order_pool);
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CleanPool(&_Group_pool);
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CleanPool(&_CargoPacket_pool);
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_Town_pool.CleanPool();
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_Industry_pool.CleanPool();
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_Station_pool.CleanPool();
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_Vehicle_pool.CleanPool();
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_Sign_pool.CleanPool();
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_Order_pool.CleanPool();
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_Group_pool.CleanPool();
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_CargoPacket_pool.CleanPool();
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free((void*)_town_sort);
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free((void*)_industry_sort);
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@ -1269,8 +1269,8 @@ bool CheckForValidOrders(const Vehicle* v)
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void InitializeOrders()
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{
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CleanPool(&_Order_pool);
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AddBlockToPool(&_Order_pool);
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_Order_pool.CleanPool();
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_Order_pool.AddBlockToPool();
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_backup_orders_tile = 0;
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}
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@ -1122,8 +1122,8 @@ static bool InitMem()
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{
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_ts.count = 0;
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CleanPool(&_Savegame_pool);
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AddBlockToPool(&_Savegame_pool);
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_Savegame_pool.CleanPool();
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_Savegame_pool.AddBlockToPool();
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/* A block from the pool is a contigious area of memory, so it is safe to write to it sequentially */
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_sl.bufsize = GetSavegamePoolSize();
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@ -1133,14 +1133,14 @@ static bool InitMem()
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static void UnInitMem()
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{
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CleanPool(&_Savegame_pool);
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_Savegame_pool.CleanPool();
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}
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static void WriteMem(uint size)
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{
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_ts.count += size;
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/* Allocate new block and new buffer-pointer */
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AddBlockIfNeeded(&_Savegame_pool, _ts.count);
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_Savegame_pool.AddBlockIfNeeded(_ts.count);
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_sl.buf = GetSavegame(_ts.count);
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}
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@ -1343,37 +1343,37 @@ static void *IntToReference(uint index, SLRefType rt)
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switch (rt) {
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case REF_ORDER: {
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if (!AddBlockIfNeeded(&_Order_pool, index))
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if (!_Order_pool.AddBlockIfNeeded(index))
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error("Orders: failed loading savegame: too many orders");
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return GetOrder(index);
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}
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case REF_VEHICLE: {
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if (!AddBlockIfNeeded(&_Vehicle_pool, index))
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if (!_Vehicle_pool.AddBlockIfNeeded(index))
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error("Vehicles: failed loading savegame: too many vehicles");
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return GetVehicle(index);
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}
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case REF_STATION: {
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if (!AddBlockIfNeeded(&_Station_pool, index))
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if (!_Station_pool.AddBlockIfNeeded(index))
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error("Stations: failed loading savegame: too many stations");
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return GetStation(index);
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}
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case REF_TOWN: {
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if (!AddBlockIfNeeded(&_Town_pool, index))
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if (!_Town_pool.AddBlockIfNeeded(index))
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error("Towns: failed loading savegame: too many towns");
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return GetTown(index);
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}
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case REF_ROADSTOPS: {
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if (!AddBlockIfNeeded(&_RoadStop_pool, index))
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if (!_RoadStop_pool.AddBlockIfNeeded(index))
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error("RoadStops: failed loading savegame: too many RoadStops");
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return GetRoadStop(index);
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}
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case REF_ENGINE_RENEWS: {
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if (!AddBlockIfNeeded(&_EngineRenew_pool, index))
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if (!_EngineRenew_pool.AddBlockIfNeeded(index))
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error("EngineRenews: failed loading savegame: too many EngineRenews");
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return GetEngineRenew(index);
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}
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case REF_CARGO_PACKET: {
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if (!AddBlockIfNeeded(&_CargoPacket_pool, index))
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if (!_CargoPacket_pool.AddBlockIfNeeded(index))
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error("CargoPackets: failed loading savegame: too many Cargo packets");
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return GetCargoPacket(index);
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}
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@ -1386,7 +1386,7 @@ static void *IntToReference(uint index, SLRefType rt)
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if (index == INVALID_VEHICLE)
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return NULL;
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if (!AddBlockIfNeeded(&_Vehicle_pool, index))
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if (!_Vehicle_pool.AddBlockIfNeeded(index))
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error("Vehicles: failed loading savegame: too many vehicles");
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return GetVehicle(index);
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}
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@ -2292,8 +2292,8 @@ void InitializeTowns()
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Subsidy *s;
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/* Clean the town pool and create 1 block in it */
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CleanPool(&_Town_pool);
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AddBlockToPool(&_Town_pool);
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_Town_pool.CleanPool();
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_Town_pool.AddBlockToPool();
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memset(_subsidies, 0, sizeof(_subsidies));
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for (s=_subsidies; s != endof(_subsidies); s++)
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