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Very long stalls during town generation #7274

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SamuXarick opened this issue Feb 24, 2019 · 4 comments
Closed

Very long stalls during town generation #7274

SamuXarick opened this issue Feb 24, 2019 · 4 comments

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@SamuXarick
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@SamuXarick SamuXarick commented Feb 24, 2019

Version of OpenTTD

1.9.0-beta2

Expected result

Don't take/stall too long

Actual result

Very long stalls during town generation

Steps to reproduce

Launch OpenTTD
Click Settings, set these settings:

  • Landscape: Temperate landscape
  • Land generator: Original
  • Proportion of towns that will become cities: 1 in 1
  • Initial city size multiplier: 10
    Close window
    Click New Game, set these values:
  • Map size: 4096 * 4096
  • No. of towns: High
  • Sea level: Medium
    Click Generate

Notice the number of stalls occuring during Town generation, usually past 3500. The frequency keeps increasing and increasing...

@SamuXarick
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@SamuXarick SamuXarick commented Feb 24, 2019

town names are english

@Eddi-z
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@Eddi-z Eddi-z commented Feb 24, 2019

most likely the town name generator running out of names.

@andythenorth
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@andythenorth andythenorth commented Feb 24, 2019

Duplicate of #5864

Related to

May or may not be resolved by #7059

@andythenorth
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@andythenorth andythenorth commented Feb 25, 2019

@SamuXarick found causes for this which aren't the name issue. Needs the issue updating, thanks.

See #7250 (comment)

SamuXarick added a commit to SamuXarick/OpenTTD that referenced this issue Feb 26, 2019
SamuXarick added a commit to SamuXarick/OpenTTD that referenced this issue Feb 26, 2019
SamuXarick added a commit to SamuXarick/OpenTTD that referenced this issue Feb 26, 2019
SamuXarick added a commit to SamuXarick/OpenTTD that referenced this issue Feb 26, 2019
PeterN added a commit to PeterN/OpenTTD that referenced this issue Feb 26, 2019
…acent tile ownership, not nearest town.

The existing test performed badly with a large number of towns due to having to calculate the
nearest town, and also by its nature assumed a bridge was built by the nearest town, leading
to bridges of nearby large towns be removed incorrectly.
PeterN added a commit to PeterN/OpenTTD that referenced this issue Feb 26, 2019
… adjacent tile ownership, not nearest town.

The existing test performed badly with a large number of towns due to having to calculate the
nearest town, and also by its nature assumed a bridge was built by the nearest town, leading
to bridges of nearby large towns be removed incorrectly.
SamuXarick added a commit to SamuXarick/OpenTTD that referenced this issue Mar 3, 2019
@PeterN PeterN closed this as completed in ebc3934 Mar 3, 2019
nielsmh pushed a commit to nielsmh/OpenTTD that referenced this issue Mar 11, 2019
… adjacent tile ownership, not nearest town. (OpenTTD#7284)

This only affects failed town generation, as towns do not delete bridges under any other circumstances.

The existing test performed badly with a large number of towns due to having to calculate the
nearest town, and also by its nature assumed a bridge was built by the nearest town, leading
to bridges of nearby large towns be removed incorrectly.

If we gain the ability to quickly retrieve the correct town (which is _not_ the nearest town) from the bridge, this change should be reviewed.
SamuXarick added a commit to SamuXarick/OpenTTD that referenced this issue Apr 14, 2019
douiwby pushed a commit to douiwby/OpenTTD that referenced this issue Apr 16, 2020
… adjacent tile ownership, not nearest town. (OpenTTD#7284)

This only affects failed town generation, as towns do not delete bridges under any other circumstances.

The existing test performed badly with a large number of towns due to having to calculate the
nearest town, and also by its nature assumed a bridge was built by the nearest town, leading
to bridges of nearby large towns be removed incorrectly.

If we gain the ability to quickly retrieve the correct town (which is _not_ the nearest town) from the bridge, this change should be reviewed.
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3 participants