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OpenTTD/src/station.cpp
Peter Nelson 810e442203 Codechange: Split GoodsEntry cargo and flows data to unique_ptr. (#13058)
This allows cargo packets and cargo flow data to be empty if not in use, which is the case for the majority of station goods entries, and data is allocated when needed.

This reduces the initial size of a Station from 9192 bytes to 2024 bytes (on 64 bit platforms), although an allocation of 120 bytes is made for each active cargo type at a station.

Based on similar changes in JGRPP.
2025-01-02 20:48:23 +00:00

729 lines
22 KiB
C++

/*
* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
/** @file station.cpp Implementation of the station base class. */
#include "stdafx.h"
#include "company_func.h"
#include "company_base.h"
#include "roadveh.h"
#include "viewport_func.h"
#include "viewport_kdtree.h"
#include "command_func.h"
#include "news_func.h"
#include "aircraft.h"
#include "vehiclelist.h"
#include "core/pool_func.hpp"
#include "station_base.h"
#include "station_kdtree.h"
#include "roadstop_base.h"
#include "industry.h"
#include "town.h"
#include "core/random_func.hpp"
#include "linkgraph/linkgraph.h"
#include "linkgraph/linkgraphschedule.h"
#include "table/strings.h"
#include "safeguards.h"
/** The pool of stations. */
StationPool _station_pool("Station");
INSTANTIATE_POOL_METHODS(Station)
StationKdtree _station_kdtree{};
void RebuildStationKdtree()
{
std::vector<StationID> stids;
for (const Station *st : Station::Iterate()) {
stids.push_back(st->index);
}
_station_kdtree.Build(stids.begin(), stids.end());
}
BaseStation::~BaseStation()
{
if (CleaningPool()) return;
CloseWindowById(WC_TRAINS_LIST, VehicleListIdentifier(VL_STATION_LIST, VEH_TRAIN, this->owner, this->index).Pack());
CloseWindowById(WC_ROADVEH_LIST, VehicleListIdentifier(VL_STATION_LIST, VEH_ROAD, this->owner, this->index).Pack());
CloseWindowById(WC_SHIPS_LIST, VehicleListIdentifier(VL_STATION_LIST, VEH_SHIP, this->owner, this->index).Pack());
CloseWindowById(WC_AIRCRAFT_LIST, VehicleListIdentifier(VL_STATION_LIST, VEH_AIRCRAFT, this->owner, this->index).Pack());
this->sign.MarkDirty();
}
Station::Station(TileIndex tile) :
SpecializedStation<Station, false>(tile),
bus_station(INVALID_TILE, 0, 0),
truck_station(INVALID_TILE, 0, 0),
ship_station(INVALID_TILE, 0, 0),
indtype(IT_INVALID),
time_since_load(255),
time_since_unload(255),
last_vehicle_type(VEH_INVALID)
{
/* this->random_bits is set in Station::AddFacility() */
}
/**
* Clean up a station by clearing vehicle orders, invalidating windows and
* removing link stats.
* Aircraft-Hangar orders need special treatment here, as the hangars are
* actually part of a station (tiletype is STATION), but the order type
* is OT_GOTO_DEPOT.
*/
Station::~Station()
{
if (CleaningPool()) {
for (GoodsEntry &ge : this->goods) {
if (!ge.HasData()) continue;
ge.GetData().cargo.OnCleanPool();
}
return;
}
while (!this->loading_vehicles.empty()) {
this->loading_vehicles.front()->LeaveStation();
}
for (Aircraft *a : Aircraft::Iterate()) {
if (!a->IsNormalAircraft()) continue;
if (a->targetairport == this->index) a->targetairport = INVALID_STATION;
}
for (CargoID c = 0; c < NUM_CARGO; ++c) {
LinkGraph *lg = LinkGraph::GetIfValid(this->goods[c].link_graph);
if (lg == nullptr) continue;
for (NodeID node = 0; node < lg->Size(); ++node) {
Station *st = Station::Get((*lg)[node].station);
if (!st->goods[c].HasData()) continue;
st->goods[c].GetData().flows.erase(this->index);
if ((*lg)[node].HasEdgeTo(this->goods[c].node) && (*lg)[node][this->goods[c].node].LastUpdate() != EconomyTime::INVALID_DATE) {
st->goods[c].GetData().flows.DeleteFlows(this->index);
RerouteCargo(st, c, this->index, st->index);
}
}
lg->RemoveNode(this->goods[c].node);
if (lg->Size() == 0) {
LinkGraphSchedule::instance.Unqueue(lg);
delete lg;
}
}
for (Vehicle *v : Vehicle::Iterate()) {
/* Forget about this station if this station is removed */
if (v->last_station_visited == this->index) {
v->last_station_visited = INVALID_STATION;
}
if (v->last_loading_station == this->index) {
v->last_loading_station = INVALID_STATION;
}
}
/* Remove station from industries and towns that reference it. */
this->RemoveFromAllNearbyLists();
/* Clear the persistent storage. */
delete this->airport.psa;
if (this->owner == OWNER_NONE) {
/* Invalidate all in case of oil rigs. */
InvalidateWindowClassesData(WC_STATION_LIST, 0);
} else {
InvalidateWindowData(WC_STATION_LIST, this->owner, 0);
}
CloseWindowById(WC_STATION_VIEW, index);
/* Now delete all orders that go to the station */
RemoveOrderFromAllVehicles(OT_GOTO_STATION, this->index);
/* Remove all news items */
DeleteStationNews(this->index);
for (GoodsEntry &ge : this->goods) {
if (!ge.HasData()) continue;
ge.GetData().cargo.Truncate();
}
CargoPacket::InvalidateAllFrom(this->index);
_station_kdtree.Remove(this->index);
if (this->sign.kdtree_valid) _viewport_sign_kdtree.Remove(ViewportSignKdtreeItem::MakeStation(this->index));
}
/**
* Invalidating of the JoinStation window has to be done
* after removing item from the pool.
*/
void BaseStation::PostDestructor(size_t)
{
InvalidateWindowData(WC_SELECT_STATION, 0, 0);
}
bool BaseStation::SetRoadStopTileData(TileIndex tile, uint8_t data, bool animation)
{
for (RoadStopTileData &tile_data : this->custom_roadstop_tile_data) {
if (tile_data.tile == tile) {
uint8_t &v = animation ? tile_data.animation_frame : tile_data.random_bits;
if (v == data) return false;
v = data;
return true;
}
}
RoadStopTileData tile_data;
tile_data.tile = tile;
tile_data.animation_frame = animation ? data : 0;
tile_data.random_bits = animation ? 0 : data;
this->custom_roadstop_tile_data.push_back(tile_data);
return data != 0;
}
void BaseStation::RemoveRoadStopTileData(TileIndex tile)
{
for (RoadStopTileData &tile_data : this->custom_roadstop_tile_data) {
if (tile_data.tile == tile) {
tile_data = this->custom_roadstop_tile_data.back();
this->custom_roadstop_tile_data.pop_back();
return;
}
}
}
/**
* Get the primary road stop (the first road stop) that the given vehicle can load/unload.
* @param v the vehicle to get the first road stop for
* @return the first roadstop that this vehicle can load at
*/
RoadStop *Station::GetPrimaryRoadStop(const RoadVehicle *v) const
{
RoadStop *rs = this->GetPrimaryRoadStop(v->IsBus() ? ROADSTOP_BUS : ROADSTOP_TRUCK);
for (; rs != nullptr; rs = rs->next) {
/* The vehicle cannot go to this roadstop (different roadtype) */
if (!HasTileAnyRoadType(rs->xy, v->compatible_roadtypes)) continue;
/* The vehicle is articulated and can therefore not go to a standard road stop. */
if (IsBayRoadStopTile(rs->xy) && v->HasArticulatedPart()) continue;
/* The vehicle can actually go to this road stop. So, return it! */
break;
}
return rs;
}
/**
* Called when new facility is built on the station. If it is the first facility
* it initializes also 'xy' and 'random_bits' members
*/
void Station::AddFacility(StationFacility new_facility_bit, TileIndex facil_xy)
{
if (this->facilities == FACIL_NONE) {
this->MoveSign(facil_xy);
this->random_bits = Random();
}
this->facilities |= new_facility_bit;
this->owner = _current_company;
this->build_date = TimerGameCalendar::date;
SetWindowClassesDirty(WC_VEHICLE_ORDERS);
}
/**
* Marks the tiles of the station as dirty.
*
* @ingroup dirty
*/
void Station::MarkTilesDirty(bool cargo_change) const
{
if (this->train_station.tile == INVALID_TILE) return;
/* cargo_change is set if we're refreshing the tiles due to cargo moving
* around. */
if (cargo_change) {
/* Don't waste time updating if there are no custom station graphics
* that might change. Even if there are custom graphics, they might
* not change. Unfortunately we have no way of telling. */
if (this->speclist.empty()) return;
}
for (TileIndex tile : this->train_station) {
if (this->TileBelongsToRailStation(tile)) {
MarkTileDirtyByTile(tile);
}
}
}
/* virtual */ uint Station::GetPlatformLength(TileIndex tile) const
{
assert(this->TileBelongsToRailStation(tile));
TileIndexDiff delta = TileOffsByAxis(GetRailStationAxis(tile));
TileIndex t = tile;
uint len = 0;
do {
t -= delta;
len++;
} while (IsCompatibleTrainStationTile(t, tile));
t = tile;
do {
t += delta;
len++;
} while (IsCompatibleTrainStationTile(t, tile));
return len - 1;
}
/* virtual */ uint Station::GetPlatformLength(TileIndex tile, DiagDirection dir) const
{
TileIndex start_tile = tile;
uint length = 0;
assert(IsRailStationTile(tile));
assert(dir < DIAGDIR_END);
do {
length++;
tile += TileOffsByDiagDir(dir);
} while (IsCompatibleTrainStationTile(tile, start_tile));
return length;
}
/**
* Get the catchment size of an individual station tile.
* @param tile Station tile to get catchment size of.
* @param st Associated station of station tile.
* @pre IsTileType(tile, MP_STATION)
* @return The catchment size of the station tile.
*/
static uint GetTileCatchmentRadius(TileIndex tile, const Station *st)
{
assert(IsTileType(tile, MP_STATION));
if (_settings_game.station.modified_catchment) {
switch (GetStationType(tile)) {
case STATION_RAIL: return CA_TRAIN;
case STATION_OILRIG: return CA_UNMODIFIED;
case STATION_AIRPORT: return st->airport.GetSpec()->catchment;
case STATION_TRUCK: return CA_TRUCK;
case STATION_BUS: return CA_BUS;
case STATION_DOCK: return CA_DOCK;
default: NOT_REACHED();
case STATION_BUOY:
case STATION_WAYPOINT:
case STATION_ROADWAYPOINT: return CA_NONE;
}
} else {
switch (GetStationType(tile)) {
default: return CA_UNMODIFIED;
case STATION_BUOY:
case STATION_WAYPOINT:
case STATION_ROADWAYPOINT: return CA_NONE;
}
}
}
/**
* Determines the catchment radius of the station
* @return The radius
*/
uint Station::GetCatchmentRadius() const
{
uint ret = CA_NONE;
if (_settings_game.station.modified_catchment) {
if (this->bus_stops != nullptr) ret = std::max<uint>(ret, CA_BUS);
if (this->truck_stops != nullptr) ret = std::max<uint>(ret, CA_TRUCK);
if (this->train_station.tile != INVALID_TILE) ret = std::max<uint>(ret, CA_TRAIN);
if (this->ship_station.tile != INVALID_TILE) ret = std::max<uint>(ret, CA_DOCK);
if (this->airport.tile != INVALID_TILE) ret = std::max<uint>(ret, this->airport.GetSpec()->catchment);
} else {
if (this->bus_stops != nullptr || this->truck_stops != nullptr || this->train_station.tile != INVALID_TILE || this->ship_station.tile != INVALID_TILE || this->airport.tile != INVALID_TILE) {
ret = CA_UNMODIFIED;
}
}
return ret;
}
/**
* Determines catchment rectangle of this station
* @return clamped catchment rectangle
*/
Rect Station::GetCatchmentRect() const
{
assert(!this->rect.IsEmpty());
/* Compute acceptance rectangle */
int catchment_radius = this->GetCatchmentRadius();
Rect ret = {
std::max<int>(this->rect.left - catchment_radius, 0),
std::max<int>(this->rect.top - catchment_radius, 0),
std::min<int>(this->rect.right + catchment_radius, Map::MaxX()),
std::min<int>(this->rect.bottom + catchment_radius, Map::MaxY())
};
return ret;
}
/**
* Add nearby industry to station's industries_near list if it accepts cargo.
* For industries that are already on the list update distance if it's closer.
* @param ind Industry
* @param tile Tile of the industry to measure distance to.
*/
void Station::AddIndustryToDeliver(Industry *ind, TileIndex tile)
{
/* Using DistanceMax to get about the same order as with previously used CircularTileSearch. */
uint distance = DistanceMax(this->xy, tile);
/* Don't check further if this industry is already in the list but update the distance if it's closer */
auto pos = std::ranges::find(this->industries_near, ind, &IndustryListEntry::industry);
if (pos != this->industries_near.end()) {
if (pos->distance > distance) {
auto node = this->industries_near.extract(pos);
node.value().distance = distance;
this->industries_near.insert(std::move(node));
}
return;
}
/* Include only industries that can accept cargo */
if (!ind->IsCargoAccepted()) return;
this->industries_near.insert(IndustryListEntry{distance, ind});
}
/**
* Remove nearby industry from station's industries_near list.
* @param ind Industry
*/
void Station::RemoveIndustryToDeliver(Industry *ind)
{
auto pos = std::ranges::find(this->industries_near, ind, &IndustryListEntry::industry);
if (pos != this->industries_near.end()) {
this->industries_near.erase(pos);
}
}
/**
* Remove this station from the nearby stations lists of nearby towns and industries.
*/
void Station::RemoveFromAllNearbyLists()
{
std::set<TownID> towns;
std::set<IndustryID> industries;
for (const auto &tile : this->catchment_tiles) {
TileType type = GetTileType(tile);
if (type == MP_HOUSE) {
towns.insert(GetTownIndex(tile));
} else if (type == MP_INDUSTRY) {
industries.insert(GetIndustryIndex(tile));
}
}
for (const TownID &townid : towns) { Town::Get(townid)->stations_near.erase(this); }
for (const IndustryID &industryid : industries) { Industry::Get(industryid)->stations_near.erase(this); }
}
/**
* Test if the given town ID is covered by our catchment area.
* This is used when removing a house tile to determine if it was the last house tile
* within our catchment.
* @param t TownID to test.
* @return true if at least one house tile of TownID is covered.
*/
bool Station::CatchmentCoversTown(TownID t) const
{
BitmapTileIterator it(this->catchment_tiles);
for (TileIndex tile = it; tile != INVALID_TILE; tile = ++it) {
if (IsTileType(tile, MP_HOUSE) && GetTownIndex(tile) == t) return true;
}
return false;
}
/**
* Recompute tiles covered in our catchment area.
* This will additionally recompute nearby towns and industries.
* @param no_clear_nearby_lists If Station::RemoveFromAllNearbyLists does not need to be called.
*/
void Station::RecomputeCatchment(bool no_clear_nearby_lists)
{
this->industries_near.clear();
if (!no_clear_nearby_lists) this->RemoveFromAllNearbyLists();
if (this->rect.IsEmpty()) {
this->catchment_tiles.Reset();
return;
}
if (!_settings_game.station.serve_neutral_industries && this->industry != nullptr) {
/* Station is associated with an industry, so we only need to deliver to that industry. */
this->catchment_tiles.Initialize(this->industry->location);
for (TileIndex tile : this->industry->location) {
if (IsTileType(tile, MP_INDUSTRY) && GetIndustryIndex(tile) == this->industry->index) {
this->catchment_tiles.SetTile(tile);
}
}
/* The industry's stations_near may have been computed before its neutral station was built so clear and re-add here. */
for (Station *st : this->industry->stations_near) {
st->RemoveIndustryToDeliver(this->industry);
}
this->industry->stations_near.clear();
this->industry->stations_near.insert(this);
this->industries_near.insert(IndustryListEntry{0, this->industry});
return;
}
this->catchment_tiles.Initialize(GetCatchmentRect());
/* Loop finding all station tiles */
TileArea ta(TileXY(this->rect.left, this->rect.top), TileXY(this->rect.right, this->rect.bottom));
for (TileIndex tile : ta) {
if (!IsTileType(tile, MP_STATION) || GetStationIndex(tile) != this->index) continue;
uint r = GetTileCatchmentRadius(tile, this);
if (r == CA_NONE) continue;
/* This tile sub-loop doesn't need to test any tiles, they are simply added to the catchment set. */
TileArea ta2 = TileArea(tile, 1, 1).Expand(r);
for (TileIndex tile2 : ta2) this->catchment_tiles.SetTile(tile2);
}
/* Search catchment tiles for towns and industries */
BitmapTileIterator it(this->catchment_tiles);
for (TileIndex tile = it; tile != INVALID_TILE; tile = ++it) {
if (IsTileType(tile, MP_HOUSE)) {
Town *t = Town::GetByTile(tile);
t->stations_near.insert(this);
}
if (IsTileType(tile, MP_INDUSTRY)) {
Industry *i = Industry::GetByTile(tile);
/* Ignore industry if it has a neutral station. It already can't be this station. */
if (!_settings_game.station.serve_neutral_industries && i->neutral_station != nullptr) continue;
i->stations_near.insert(this);
/* Add if we can deliver to this industry as well */
this->AddIndustryToDeliver(i, tile);
}
}
}
/**
* Recomputes catchment of all stations.
* This will additionally recompute nearby stations for all towns and industries.
*/
/* static */ void Station::RecomputeCatchmentForAll()
{
for (Town *t : Town::Iterate()) { t->stations_near.clear(); }
for (Industry *i : Industry::Iterate()) { i->stations_near.clear(); }
for (Station *st : Station::Iterate()) { st->RecomputeCatchment(true); }
}
/************************************************************************/
/* StationRect implementation */
/************************************************************************/
StationRect::StationRect()
{
this->MakeEmpty();
}
void StationRect::MakeEmpty()
{
this->left = this->top = this->right = this->bottom = 0;
}
/**
* Determines whether a given point (x, y) is within a certain distance of
* the station rectangle.
* @note x and y are in Tile coordinates
* @param x X coordinate
* @param y Y coordinate
* @param distance The maximum distance a point may have (L1 norm)
* @return true if the point is within distance tiles of the station rectangle
*/
bool StationRect::PtInExtendedRect(int x, int y, int distance) const
{
return this->left - distance <= x && x <= this->right + distance &&
this->top - distance <= y && y <= this->bottom + distance;
}
bool StationRect::IsEmpty() const
{
return this->left == 0 || this->left > this->right || this->top > this->bottom;
}
CommandCost StationRect::BeforeAddTile(TileIndex tile, StationRectMode mode)
{
int x = TileX(tile);
int y = TileY(tile);
if (this->IsEmpty()) {
/* we are adding the first station tile */
if (mode != ADD_TEST) {
this->left = this->right = x;
this->top = this->bottom = y;
}
} else if (!this->PtInExtendedRect(x, y)) {
/* current rect is not empty and new point is outside this rect
* make new spread-out rectangle */
Rect new_rect = {std::min(x, this->left), std::min(y, this->top), std::max(x, this->right), std::max(y, this->bottom)};
/* check new rect dimensions against preset max */
int w = new_rect.Width();
int h = new_rect.Height();
if (mode != ADD_FORCE && (w > _settings_game.station.station_spread || h > _settings_game.station.station_spread)) {
assert(mode != ADD_TRY);
return CommandCost(STR_ERROR_STATION_TOO_SPREAD_OUT);
}
/* spread-out ok, return true */
if (mode != ADD_TEST) {
/* we should update the station rect */
*this = new_rect;
}
} else {
; // new point is inside the rect, we don't need to do anything
}
return CommandCost();
}
CommandCost StationRect::BeforeAddRect(TileIndex tile, int w, int h, StationRectMode mode)
{
if (mode == ADD_FORCE || (w <= _settings_game.station.station_spread && h <= _settings_game.station.station_spread)) {
/* Important when the old rect is completely inside the new rect, resp. the old one was empty. */
CommandCost ret = this->BeforeAddTile(tile, mode);
if (ret.Succeeded()) ret = this->BeforeAddTile(TileAddXY(tile, w - 1, h - 1), mode);
return ret;
}
return CommandCost();
}
/**
* Check whether station tiles of the given station id exist in the given rectangle
* @param st_id Station ID to look for in the rectangle
* @param left_a Minimal tile X edge of the rectangle
* @param top_a Minimal tile Y edge of the rectangle
* @param right_a Maximal tile X edge of the rectangle (inclusive)
* @param bottom_a Maximal tile Y edge of the rectangle (inclusive)
* @return \c true if a station tile with the given \a st_id exists in the rectangle, \c false otherwise
*/
/* static */ bool StationRect::ScanForStationTiles(StationID st_id, int left_a, int top_a, int right_a, int bottom_a)
{
TileArea ta(TileXY(left_a, top_a), TileXY(right_a, bottom_a));
for (TileIndex tile : ta) {
if (IsTileType(tile, MP_STATION) && GetStationIndex(tile) == st_id) return true;
}
return false;
}
bool StationRect::AfterRemoveTile(BaseStation *st, TileIndex tile)
{
int x = TileX(tile);
int y = TileY(tile);
/* look if removed tile was on the bounding rect edge
* and try to reduce the rect by this edge
* do it until we have empty rect or nothing to do */
for (;;) {
/* check if removed tile is on rect edge */
bool left_edge = (x == this->left);
bool right_edge = (x == this->right);
bool top_edge = (y == this->top);
bool bottom_edge = (y == this->bottom);
/* can we reduce the rect in either direction? */
bool reduce_x = ((left_edge || right_edge) && !ScanForStationTiles(st->index, x, this->top, x, this->bottom));
bool reduce_y = ((top_edge || bottom_edge) && !ScanForStationTiles(st->index, this->left, y, this->right, y));
if (!(reduce_x || reduce_y)) break; // nothing to do (can't reduce)
if (reduce_x) {
/* reduce horizontally */
if (left_edge) {
/* move left edge right */
this->left = x = x + 1;
} else {
/* move right edge left */
this->right = x = x - 1;
}
}
if (reduce_y) {
/* reduce vertically */
if (top_edge) {
/* move top edge down */
this->top = y = y + 1;
} else {
/* move bottom edge up */
this->bottom = y = y - 1;
}
}
if (left > right || top > bottom) {
/* can't continue, if the remaining rectangle is empty */
this->MakeEmpty();
return true; // empty remaining rect
}
}
return false; // non-empty remaining rect
}
bool StationRect::AfterRemoveRect(BaseStation *st, TileArea ta)
{
assert(this->PtInExtendedRect(TileX(ta.tile), TileY(ta.tile)));
assert(this->PtInExtendedRect(TileX(ta.tile) + ta.w - 1, TileY(ta.tile) + ta.h - 1));
bool empty = this->AfterRemoveTile(st, ta.tile);
if (ta.w != 1 || ta.h != 1) empty = empty || this->AfterRemoveTile(st, TileAddXY(ta.tile, ta.w - 1, ta.h - 1));
return empty;
}
StationRect& StationRect::operator = (const Rect &src)
{
this->left = src.left;
this->top = src.top;
this->right = src.right;
this->bottom = src.bottom;
return *this;
}
/**
* Calculates the maintenance cost of all airports of a company.
* @param owner Company.
* @return Total cost.
*/
Money AirportMaintenanceCost(Owner owner)
{
Money total_cost = 0;
for (const Station *st : Station::Iterate()) {
if (st->owner == owner && (st->facilities & FACIL_AIRPORT)) {
total_cost += _price[PR_INFRASTRUCTURE_AIRPORT] * st->airport.GetSpec()->maintenance_cost;
}
}
/* 3 bits fraction for the maintenance cost factor. */
return total_cost >> 3;
}
bool StationCompare::operator() (const Station *lhs, const Station *rhs) const
{
return lhs->index < rhs->index;
}