mirror of https://github.com/OpenTTD/OpenTTD
Codechange: Scan station catchment tiles when removing station from nearby towns/industries. (#12129)
Avoid iterating all towns and industries when updating station catchment, and scan a limited portion of the map instead. This provides a modest performance benefit when many towns/industries exist.pull/12104/head
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@ -424,12 +424,24 @@ void Station::RemoveIndustryToDeliver(Industry *ind)
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/**
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/**
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* Remove this station from the nearby stations lists of all towns and industries.
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* Remove this station from the nearby stations lists of nearby towns and industries.
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*/
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*/
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void Station::RemoveFromAllNearbyLists()
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void Station::RemoveFromAllNearbyLists()
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{
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{
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for (Town *t : Town::Iterate()) { t->stations_near.erase(this); }
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std::set<TownID> towns;
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for (Industry *i : Industry::Iterate()) { i->stations_near.erase(this); }
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std::set<IndustryID> industries;
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for (const auto &tile : this->catchment_tiles) {
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TileType type = GetTileType(tile);
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if (type == MP_HOUSE) {
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towns.insert(GetTownIndex(tile));
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} else if (type == MP_INDUSTRY) {
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industries.insert(GetIndustryIndex(tile));
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}
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}
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for (const TownID &townid : towns) { Town::Get(townid)->stations_near.erase(this); }
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for (const IndustryID &industryid : industries) { Industry::Get(industryid)->stations_near.erase(this); }
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}
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}
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/**
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/**
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