[Freeciv-Dev] Re: PATCH: map iteration (PR#1018)
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On Mon, Oct 22, 2001 at 11:55:05AM -0400, Jason Dorje Short wrote:
> Raimar Falke wrote:
> >
> > On Sun, Oct 21, 2001 at 10:52:51PM -0400, Jason Dorje Short wrote:
> > > Raimar Falke wrote:
> > > >
> > > > On Fri, Oct 19, 2001 at 09:15:46PM -0400, Ross W. Wetmore wrote:
> > > > > The is_normal_map_pos() solution is really just a bad hack because you
> > > > > aren't willing to think about the case and fix it right at the moment
> > > > > :-).
> > > > >
> > > > > But in most cases, the right fix it is far easier than what you are
> > > > > proposing.
> > > > >
> > > > > The examples below should use whole_map_iterate(). When you get weird
> > > > > maps, then whole_map_iterate() will become weird, but until then it
> > > > > will
> > > > > remain as is, i.e. efficient iteration over the whole map. The change
> > > > > when needed is to 1 line of code in a header.
> > > >
> > > > Yes whole_map_iterate should be prefered. However whole_map_iterate
> > > > doesn't allow an action if the map position is unreal or an extra
> > > > action for every new line.
> > >
> > > Indeed. Adding such code to whole_map_iterate would be very unwieldy at
> > > best.
> > >
> > > My understanding is that whole_map_iterate also doesn't guarantee
> > > anything about the order in which the coordinates are traversed. The
> > > stuff in server/savegame.c certainly needs such a guarantee.
> >
> > Lets go a step back:
> > $ grep -Irn 'for.*map.xsize.*[+][+]' .
> > ./client/goto.c:224: for (x_itr = 0; x_itr < map.xsize; x_itr++) {
> > ./client/gui-mui/overviewclass.c:205: for (x = 0; x < map.xsize; x++)
> >
> > ./common/game.c:125: for (x = 0; x < map.xsize; x++)
> > ./common/game.c:133: for (x = 0; x < map.xsize; x++)
> > ./common/game.c:144: for (x = 0; x < map.xsize; x++)
> > ./common/game.c:152: for (x = 0; x < map.xsize; x++)
> > ./common/game.c:167: for (x = 0; x < map.xsize; x++)
> > ./common/game.c:175: for (x = 0; x < map.xsize; x++)
> > ./common/game.c:183: for (x = 0; x < map.xsize; x++)
> > ./common/game.c:191: for (x = 0; x < map.xsize; x++)
> >
> > We may remove this LAND_AREA_DEBUG stuff altogether.
>
> Everything for LAND_AREA_DEBUG>=1 or just LAND_AREA_DEBUG>=2?
>
> Seems easy enough...
I don't know. I have never used it.
> > ./common/map.h:475: for (WMI_x_itr = 0; WMI_x_itr < map.xsize;
> > WMI_x_itr++)
>
> whole_map_iterate, of course.
>
> > ./server/barbarian.c:96: for( j = 0; j < map.xsize; j++ )
>
> This should be a whole_map_iterate.
>
> > ./server/gamelog.c:93: for (x=0;x<map.xsize;x++) {
>
> This cannot easily be done with whole_map_iterate.
>
> > ./server/mapgen.c:111: for (x=0;x<map.xsize;x++) {
> > ./server/mapgen.c:123: for (x=0;x<map.xsize;x++) {
> > ./server/mapgen.c:138: for (x=0;x<map.xsize;x++) {
> > ./server/mapgen.c:724: for (i = 0; i < map.xsize * map.ysize; i++) {
> > ./server/mapgen.c:782: for (x=0;x<map.xsize;x++) {
> > ./server/mapgen.c:801: for (x=0;x<map.xsize;x++) {
> > ./server/mapgen.c:1406: for (x=0;x<map.xsize; x++) {
> > ./server/mapgen.c:1765: for (x = 0 ; x < map.xsize ; x++) {
> > ./server/mapgen.c:1769: for (x = 0 ; x < map.xsize; x++) {
> >
> > Some of them can be replaced with a new rectangle/block_iterate.
>
> I think all of them can, and the new code should be cleaner as well.
> There are other issues with converting this stuff, as discussed in the
> other thread.
>
> > ./server/maphand.c:302: for (x=0; x<map.xsize; x++) {
> > ./server/maphand.c:309: for (x=0; x<map.xsize; x++) {
> >
> > Difficult.
>
> But easy using is_normal_map_pos2. We just need to check whether the
> position is good before we send it; alternately this can be done by
> y_map_iterate/yx_map_iterate. It would be impossible to do with just
> whole_map_iterate. Using block_iterate would be conceivable but
> wouldn't really gain anything IMO.
counter=0;
conn_list_do_buffer(dest);
#define SOME_NUMBER map.xsize
whole_map_iterate(x,y)
{
counter++;
if(counter%SOME_NUMBER==0)
{
conn_list_do_unbuffer(dest);
flush_packets();
conn_list_do_buffer(dest);
}
conn_list_iterate(*dest, pconn) {
struct player *pplayer = pconn->player;
if (!pplayer && !pconn->observer) { /* no map needed */
continue;
}
if (pplayer) {
if (map_get_known(x, y, pplayer)) {
send_NODRAW_tiles(pplayer, &pconn->self, x, y, 0);
send_tile_info_always(pplayer, &pconn->self, x, y);
}
} else {
send_tile_info_always(pplayer, &pconn->self, x, y);
}
} conn_list_iterate_end;
}
> > ./server/savegame.c:70: for (x = 0; x < map.xsize; x++) {
> > \
> > ./server/savegame.c:128: for(x = 0; x < map.xsize; x++) {
> > \
> >
> > Ok.
>
> These have already been fixed up, but if we don't want to handle the
> others this same way then we should change these as well.
> > ./server/gotohand.c:192: for (x = 0; x < map.xsize; x++) {
> > ./server/gotohand.c:205: for (x = 0; x < map.xsize; x++)
> > ./server/gotohand.c:210: for (x = 0; x < map.xsize; x++)
> > ./server/gotohand.c:824: for (x = 0; x < map.xsize; x++)
> >
> > Not topology depend.
>
> Yes, these can be left as-is. Later, it would be nice to replace these
> arrays with a single array using map_inx for indexing.
Good idea.
Raimar
--
email: rf13@xxxxxxxxxxxxxxxxx
Two OS engineers facing a petri net chart:
"dead lock in four moves!"
- [Freeciv-Dev] Re: PATCH: map iteration (PR#1018), (continued)
- [Freeciv-Dev] Re: PATCH: map iteration (PR#1018), Ross W. Wetmore, 2001/10/19
- [Freeciv-Dev] Re: PATCH: map iteration (PR#1018), Raimar Falke, 2001/10/20
- [Freeciv-Dev] Re: PATCH: map iteration (PR#1018), Ross W. Wetmore, 2001/10/20
- [Freeciv-Dev] Re: PATCH: map iteration (PR#1018), Jason Dorje Short, 2001/10/21
- [Freeciv-Dev] Re: PATCH: map iteration (PR#1018), Raimar Falke, 2001/10/22
- [Freeciv-Dev] Re: PATCH: map iteration (PR#1018), Jason Dorje Short, 2001/10/22
- [Freeciv-Dev] Re: PATCH: map iteration (PR#1018),
Raimar Falke <=
- [Freeciv-Dev] Re: PATCH: map iteration (PR#1018), Jason Dorje Short, 2001/10/22
- [Freeciv-Dev] Re: PATCH: map iteration (PR#1018), Ross W. Wetmore, 2001/10/23
- [Freeciv-Dev] Re: PATCH: map iteration (PR#1018), Raimar Falke, 2001/10/24
- [Freeciv-Dev] Re: PATCH: map iteration (PR#1018), Ross W. Wetmore, 2001/10/28
- [Freeciv-Dev] Re: PATCH: map iteration (PR#1018), Jason Dorje Short, 2001/10/28
- [Freeciv-Dev] Re: PATCH: map iteration (PR#1018), Raimar Falke, 2001/10/28
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