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(svn r24180) -Codechange/feature-ish: add cache checker for the town's cache
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@ -59,6 +59,7 @@
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#include "misc/getoptdata.h"
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#include "game/game.hpp"
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#include "game/game_config.hpp"
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#include "town.h"
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@ -1134,6 +1135,24 @@ static void CheckCaches()
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* always to aid testing of caches. */
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if (_debug_desync_level <= 1) return;
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/* Check the town caches. */
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SmallVector<TownCache, 4> old_town_caches;
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Town *t;
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FOR_ALL_TOWNS(t) {
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MemCpyT(old_town_caches.Append(), &t->cache);
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}
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extern void RebuildTownCaches();
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RebuildTownCaches();
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uint i = 0;
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FOR_ALL_TOWNS(t) {
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if (MemCmpT(old_town_caches.Get(i), &t->cache) != 0) {
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DEBUG(desync, 2, "town cache mismatch: town %i", (int)t->index);
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}
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i++;
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}
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/* Check company infrastructure cache. */
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SmallVector<CompanyInfrastructure, 4> old_infrastructure;
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Company *c;
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@ -1142,7 +1161,7 @@ static void CheckCaches()
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extern void AfterLoadCompanyStats();
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AfterLoadCompanyStats();
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uint i = 0;
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i = 0;
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FOR_ALL_COMPANIES(c) {
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if (MemCmpT(old_infrastructure.Get(i), &c->infrastructure) != 0) {
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DEBUG(desync, 2, "infrastructure cache mismatch: company %i", (int)c->index);
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@ -13,10 +13,47 @@
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#include "../newgrf_house.h"
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#include "../town.h"
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#include "../landscape.h"
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#include "../subsidy_func.h"
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#include "saveload.h"
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#include "newgrf_sl.h"
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/**
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* Rebuild all the cached variables of towns.
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*/
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void RebuildTownCaches()
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{
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Town *town;
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InitializeBuildingCounts();
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/* Reset town population and num_houses */
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FOR_ALL_TOWNS(town) {
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town->cache.population = 0;
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town->cache.num_houses = 0;
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}
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for (TileIndex t = 0; t < MapSize(); t++) {
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if (!IsTileType(t, MP_HOUSE)) continue;
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HouseID house_id = GetCleanHouseType(t);
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town = Town::GetByTile(t);
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IncreaseBuildingCount(town, house_id);
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if (IsHouseCompleted(t)) town->cache.population += HouseSpec::Get(house_id)->population;
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/* Increase the number of houses for every house, but only once. */
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if (GetHouseNorthPart(house_id) == 0) town->cache.num_houses++;
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}
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/* Update the population and num_house dependant values */
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FOR_ALL_TOWNS(town) {
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UpdateTownRadius(town);
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UpdateTownCargoes(town);
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}
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UpdateTownCargoBitmap();
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RebuildSubsidisedSourceAndDestinationCache();
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}
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/**
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* Check and update town and house values.
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*
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@ -27,15 +64,6 @@
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*/
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void UpdateHousesAndTowns()
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{
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Town *town;
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InitializeBuildingCounts();
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/* Reset town population and num_houses */
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FOR_ALL_TOWNS(town) {
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town->cache.population = 0;
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town->cache.num_houses = 0;
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}
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for (TileIndex t = 0; t < MapSize(); t++) {
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if (!IsTileType(t, MP_HOUSE)) continue;
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@ -82,24 +110,7 @@ void UpdateHousesAndTowns()
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}
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}
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for (TileIndex t = 0; t < MapSize(); t++) {
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if (!IsTileType(t, MP_HOUSE)) continue;
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HouseID house_id = GetCleanHouseType(t);
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town = Town::GetByTile(t);
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IncreaseBuildingCount(town, house_id);
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if (IsHouseCompleted(t)) town->cache.population += HouseSpec::Get(house_id)->population;
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/* Increase the number of houses for every house, but only once. */
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if (GetHouseNorthPart(house_id) == 0) town->cache.num_houses++;
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}
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/* Update the population and num_house dependant values */
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FOR_ALL_TOWNS(town) {
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UpdateTownRadius(town);
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UpdateTownCargoes(town);
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}
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UpdateTownCargoBitmap();
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RebuildTownCaches();
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}
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/** Save and load of towns. */
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