Complete.Org: Mailing Lists: Archives: freeciv-dev: June 2003:
[Freeciv-Dev] Re: (PR#4376) Slow Motion
Home

[Freeciv-Dev] Re: (PR#4376) Slow Motion

[Top] [All Lists]

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
To: undisclosed-recipients: ;
Subject: [Freeciv-Dev] Re: (PR#4376) Slow Motion
From: "ChrisK@xxxxxxxx" <ChrisK@xxxxxxxx>
Date: Fri, 20 Jun 2003 00:12:45 -0700
Reply-to: rt@xxxxxxxxxxxxxx

On Thu, Jun 19, 2003 at 01:56:28PM -0700, Jason Short wrote:
> --On Sunday, June 15, 2003 02:07:08 -0700 "ChrisK@xxxxxxxx" 

> > Let me note that I've got the impression, that the delay is not varying.
> > It's either there or not. But Transports with 8 units on it are more
> > delayed than empty ships.
> >
> > Since this doesn't happen short after the game starts, it makes me think
> > there is something going badly wrong after 2 or 3 turns.
> 
> That's what it sounds like.  But I never get this behavior myself, no 
> matter how long I play.

Ok, what can we do to hunt this down? One idea comes to mind, you might run
a bunch of cpu consuming processes in parallel and test. You won't see it
otherwise on your billion cycles machines, I guess. 200 MHz here (but
planned to upgrade). What can I do? Running in a debugger? Do you have some
suggestions?

Christian

-- 
Christian Knoke     * * *      http://www.enter.de/~c.knoke/
* * * * * * * * *  Ceterum censeo Microsoft esse dividendum.



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