(svn r9836) -Codechange: make non-improved loading happen FIFO-ish; generally loading/unloading will happen fifo, but there are no guarantees on the FIFO-ness. For (better) FIFO guarantees you still need to use improved loading.

This commit is contained in:
rubidium 2007-05-14 16:07:05 +00:00
parent d7b4fb80d0
commit c7d57379fb
4 changed files with 27 additions and 18 deletions

View File

@ -1482,8 +1482,13 @@ void VehiclePayment(Vehicle *front_v)
* Loads/unload the vehicle if possible.
* @param v the vehicle to be (un)loaded
*/
void LoadUnloadVehicle(Vehicle *v)
static void LoadUnloadVehicle(Vehicle *v)
{
assert(v->current_order.type == OT_LOADING);
/* We have not waited enough time till the next round of loading/unloading */
if (--v->load_unload_time_rem != 0) return;
int unloading_time = 0;
Vehicle *u = v;
int result = 0;
@ -1496,8 +1501,6 @@ void LoadUnloadVehicle(Vehicle *v)
uint32 cargo_full = 0;
int total_cargo_feeder_share = 0; // the feeder cash amount for the goods being loaded/unloaded in this load step
assert(v->current_order.type == OT_LOADING);
v->cur_speed = 0;
StationID last_visited = v->last_station_visited;
@ -1706,6 +1709,20 @@ void LoadUnloadVehicle(Vehicle *v)
}
}
/**
* Load/unload the vehicles in this station according to the order
* they entered.
* @param st the station to do the loading/unloading for
*/
void LoadUnloadStation(Station *st)
{
std::list<Vehicle *>::iterator iter;
for (iter = st->loading_vehicles.begin(); iter != st->loading_vehicles.end(); ++iter) {
Vehicle *v = *iter;
if (!(v->vehstatus & (VS_STOPPED | VS_CRASHED))) LoadUnloadVehicle(v);
}
}
void PlayersMonthlyLoop()
{
PlayersGenStatistics();

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@ -69,5 +69,6 @@ int32 GetTransportedGoodsIncome(uint num_pieces, uint dist, byte transit_days, C
uint MoveGoodsToStation(TileIndex tile, int w, int h, CargoID type, uint amount);
void VehiclePayment(Vehicle *front_v);
void LoadUnloadStation(Station *st);
#endif /* ECONOMY_H */

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@ -659,8 +659,6 @@ static VehicleTickProc* _vehicle_tick_procs[] = {
void CallVehicleTicks()
{
Vehicle *v;
#ifdef ENABLE_NETWORK
/* hotfix for desync problem:
* for MP games invalidate the YAPF cache every tick to keep it exactly the same on the server and all clients */
@ -671,6 +669,10 @@ void CallVehicleTicks()
_first_veh_in_depot_list = NULL; // now we are sure it's initialized at the start of each tick
Station *st;
FOR_ALL_STATIONS(st) LoadUnloadStation(st);
Vehicle *v;
FOR_ALL_VEHICLES(v) {
_vehicle_tick_procs[v->type](v);
@ -2933,17 +2935,8 @@ void Vehicle::HandleLoading(bool mode)
{
switch (this->current_order.type) {
case OT_LOADING: {
/* Not the first call for this tick */
if (mode) return;
/* We have not waited enough time till the next round of loading/unloading */
if (--this->load_unload_time_rem) return;
/* Load/unload the vehicle; when it actually did something
* we do not leave the station. */
LoadUnloadVehicle(this);
if (!HASBIT(this->vehicle_flags, VF_LOADING_FINISHED)) return;
/* Not the first call for this tick, or still loading */
if (mode || !HASBIT(this->vehicle_flags, VF_LOADING_FINISHED)) return;
this->PlayLeaveStationSound();

View File

@ -521,8 +521,6 @@ void ShowAircraftViewWindow(const Vehicle* v);
UnitID GetFreeUnitNumber(byte type);
void LoadUnloadVehicle(Vehicle *v);
void TrainConsistChanged(Vehicle *v);
void TrainPowerChanged(Vehicle *v);
int32 GetTrainRunningCost(const Vehicle *v);