This document describes low-level changes to the codebase which are not generally visible when actually running/playing the game, this is a non-exhaustive list.
This document does not describe the player-visible changes/additions described in the main readme.
- Additional logged items: current company ID, map size, configure invocation, thread name, recently executed commands, static NewGRFs.
- Additional logged platform-specific items: detailed OS version (Unix), signal details (Unix, Mac), exception record data (Windows).
- Better handling of crashes which occur in a non-main thread (ask the main thread to do the crash screenshot and savegame).
- Support logging register values on Unix and Mac.
- Support using libbfd for symbol lookup and line numbers (gcc/clang).
- Support using gdb/lldb if available to add further detail to the crashlog (Unix, Mac).
- Support using sigaction and sigaltstack for more information and correct handling of stack overflow crashes (Unix).
- Attempt to log stack overflow and heap corruption exceptions (Windows).
- Demangle C++ symbols (Unix).
- Emit a "crash" log, savegame and screenshot on multiplayer desync.
- Add crash/desync information to output screenshot and savegame files.
- Multiplayer server and client exchange desync logs after a desync occurs.
- Multiplayer clients send state hashes and random values since the last sync to the server after a desync, to identify which frame first diverged.
- Decrease sync frame period when desync occurs.
- Various assertions are extended to log further information on failure.
- Various assertions which check the state of a tile are extended to dump the tile state (m1 - m8, etc.) on failure.
- Scopes (in the main thread) can be annotated with a functor/lambda which is called in the event of a crash to provide further information to add to the crash log.
- Add various supplementary non-GRF information, e.g. vehicle variables and flags.
- Add NewGRF sprite group dumping and related functionality.
- Add yapfdesync, linkgraph, sound, and command log levels.
- Extend desync and random logging.
- Store tunnel start/end pairs in a pool, indexed in the start/end tiles.
- Set bit in map if level crossing is possibly occupied by a road vehicle.
- Cache inferred one-way state of road tiles.
- De-virtualise calls to AnimateTile().
- Cache animated tile speed.
- Cache whether water tiles have water for all neighbouring tiles.
- Improve performance of arctic snow line checks.
- Cache bridge/tunnel start and ends.
- Cache station sign bounds.
- Split sprite sort regions when more than 60 sprites present.
- Reduce unnecessary region redraws when scrolling viewports.
- Reduce viewport invalidation region size of track reservation and signal state changes.
- Cache landscape background in map mode.
- Partial parallelisation of non-map mode viewport rendering.
- Track dirty viewport areas seperately from general screen redraws, using a zoom-level dependant sized grid.
- Use a rectangle array for general screen redraws instead of a block grid.
- Add a dirty bit to windows and widgets, for redrawing entire windows or widgets.
- Clip drawing of window widgets which are not in the redraw area.
- Reduce unnecessary status bar and vehicle list window redraws.
- Filter out tile parts which are entirely outside the drawing area, within DrawTileProc handlers.
- Improve performance of drawing rail catenary.
- Cache which window types are currently shown.
- Various data structures have been replaced with B-tree maps/sets (cpp-btree library), or robin-hood hash maps.
- Various lists have been replaced with vectors, or other data structures.
- Various deques and queues have been replaced with ring buffers.
- Remove mutexes from SmallStack, only used from the main thread.
- Add a third parameter p3, and an auxiliary data mechanism to DoCommand/CommandContainer.
- Maintain free list for text effect entries.
- Many fields have been widened.
- Change underlying data structures for ScriptList, create reverse mapping on demand instead of unconditionally.
- Split GoodsEntry structure.
- Use row-aligned bitmap for BitmapTileArea.
- Cache the sprite_seq bounds.
- Change OrderList and OrderBackup to use a std::vector for Orders, remove use of linked lists for orders and use of order pool.
- Observe the operation of the NewGRF when getting the vehicle image/sprite, and elide further calls to the NewGRF if it can be determined that the result will be the same.
- Update train/road vehicle image/sprite on demand (i.e. when on screen) when image is continuously updated by GRF.
- Add consist flag for the case where no vehicles in consist are on a slope.
- Add vehicle flag to mark the last vehicle in a consist with a visual effect.
- Index the vehicle list in per type arrays for use by CallVehicleTicks.
- Cache whether the vehicle should be drawn.
- Pre-compute engine refit capacity callbacks if possible.
- Add supplementary information to find server UDP packets and reply in an extended format with more info/wider fields if detected.
- Paginate UDP packets longer than the MTU across multiple packets.
- Use larger "packets" where useful in TCP connections.
- Send vehicle caches from network server to clients to avoid desyncs caused by non-deterministic NewGRFs.
- Change network protocol to send server/join and rcon passwords in an encrypted form (key exchange) instead of in clear text.
- Encrypt the contents of rcon messages to the server and any responses.
- Add a fast path to Blitter_32bppAnim::Draw.
- Replace sprite cache implementation.
- Only cache sprites at the currently required zoom levels instead of all of them.
- Add brightness adjusting modes to non-8bpp blitters.
- Completely change link graph job scheduling to make the duration of a job and the number of jobs per thread instance variable according to the estimated size of the job.
- Various use of custom allocators, etc.
- Early abort link graph threads if abandoning/quitting the game.
- Various forms of caching and incremental updates to the link graph overlay.
- Change FlowStat from an RB-tree to a flat map with small-object optimisation.
- Change FlowStatMap from an RB-tree to a B-tree indexed vector.
- Change LinkGraph::EdgeMatrix to a sparse storage format.
- Replace MCF Dijkstra RB-tree with B-tree.
- Reduce performance issues when deleting stale links with refit to any cargo.
- Dynamically adjust accuracy parameters in MCF 1st pass to avoid computing large numbers of excessively small flows.
- YAPF: Reduce need to scan open list queue when moving best node to closed list
- Feature versioning, see readme and code.
- Save/load the map in a single chunk, such that it can be saved/loaded in one pass.
- Various other changes to savegame format and settings handling, see readme and code for details.
- Replace read/write accessors and buffering.
- Perform savegame decompression in a separate thread.
- Pre-filter SaveLoad descriptor arrays for current version/mode, for chunks with many objects.
- Support zstd compression for autosaves and network joins.
- AI/GS script additions.
- Add AI/GS method to get current day length.
- Add GS method to create river tiles.
- Add AI/GS methods related to road and tram types.
- Add workaround for performance issues when attempting to create a town when no town names are left.
- Fixup a GS otherwise inconsistent with day length.
- NewGRF specification additions.
- Add workaround for a known buggy NewGRF to avoid desync issues.
- Apply many optimisations to VarAction2 deterministic sprite groups.
- Avoid making callbacks which can be pre-determined to be unhandled, or which can be statically determined ahead of time.
- Avoid animating industry tiles which are not actually animated in the current layout.
- Setting the animation frame to its current value no longer triggers a redraw.
- Animation is not started if it can be determined that it would stop immediately.
- Avoid unnecessarily triggering or redrawing NewGRF houses.
- Update whole window surface if >= 80% needs updating.
- Only pass a single rectangle to SDL_UpdateWindowSurfaceRects to prevent screen tearing.
- Allow using the hash key (#) as a hotkey.
- Use multiple threads for NewGRF scan MD5 calculations, on multi-CPU machines.
- Avoid redundant re-scans for AI and game script files.
- Add switch: -J, quit after N days.
- Add savegame feature versions to output of -q.
- Changes to gcc/clang detection and flags
- Changes to version detection and the format of the version string.
- Minor CMake changes.
- Use of __builtin_expect, byte-swap builtins, overflow builtins, and various bitmath builtins.
- Add various debug console commands.
- Cache font heights.
- Cache resolved names for stations, towns and industries.
- Change inheritance model of class Window to keep UndefinedBehaviorSanitizer happy.
- Various other misc changes and fixes to reduce UndefinedBehaviorSanitizer and ThreadSanitizer spam.
- Add a chicken bits setting, just in case.