Complete.Org: Mailing Lists: Archives: freeciv-dev: November 2002:
[Freeciv-Dev] Re: (PR#2370) Path finding
Home

[Freeciv-Dev] Re: (PR#2370) Path finding

[Top] [All Lists]

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
To: jdorje@xxxxxxxxxxxxxxxxxxxxx
Cc: freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: (PR#2370) Path finding
From: Raimar Falke <rf13@xxxxxxxxxxxxxxxxx>
Date: Tue, 26 Nov 2002 10:37:31 +0100

On Tue, Nov 26, 2002 at 12:59:49AM -0500, Jason Dorje Short wrote:
> Another case: with the CMA+SMA, Raimar found that agents took 16 seconds 
> per turn as the game progressed.  But when he broke this down, he found 
> that only an insignificant fraction came from actual calculations (very 
> similar to the PF ones, I suspect).  What was causing the slowdown was 
> network latency and (mostly) unnecessary graphical updates.

After 100 turns:
2: update_map_canvas_visible: 43,916252s from 490 calls
2: unqueue: 36,182100s from 390 calls
2: update_map_canvas: 51,305540s from 7420 calls

CMA local CPU time is 3.3s:
2: CMA: overall=3,364782s queries=4007 0,839726ms / query
2: CMA: apply_result: ignored=92.2% (3696) applied= 7.8% (311) total=4007

Waiting for the server (network):
2: A:SMA: waited 4,085804s in total for network; requests=83; waited 83 times
2: A:CMA: waited 44,630560s in total for network; requests=644; waited 318 times
2: A:GA: waited 24,971887s in total for network; requests=742; waited 742 times

So the drawing costs us about the same time as waiting for the server
(2 * ~1min) while the actual CMA calculations only took 3.3s.

        Raimar

-- 
 email: rf13@xxxxxxxxxxxxxxxxx
 "I haven't lost my mind - it's backed up on tape somewhere."


[Prev in Thread] Current Thread [Next in Thread]