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[Freeciv-Dev] Re: (PR#5081) huge send buffer
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[Freeciv-Dev] Re: (PR#5081) huge send buffer

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To: chrisk@xxxxxxxxx
Subject: [Freeciv-Dev] Re: (PR#5081) huge send buffer
From: "ue80@xxxxxxxxxxxxxxxxxxxxx" <ue80@xxxxxxxxxxxxxxxxxxxxx>
Date: Thu, 14 Aug 2003 02:53:18 -0700
Reply-to: rt@xxxxxxxxxxxxxx

On Thu, Aug 14, 2003 at 02:38:27AM -0700, kersten@xxxxxxxxxx wrote:
> 
> On Thu, 14 Aug 2003, Christian Knoke wrote:
> 
> > Just some remarks:
> > 
> > On Wed, Aug 13, 2003 at 11:08:05PM -0700, kersten@xxxxxxxxxx wrote:
> > > On Wed, 13 Aug 2003, Vasco Alexandre da Silva Costa wrote:
> > > > On Wed, 13 Aug 2003, Christian Knoke wrote:
> > > > 
> > > > >
> > > > > CVS 13 AUG 2003 GTK 1
> > > Restarting the client from scratch 
> > > speeds things up, reconnecting from the existing client makes it worse. 
> > 
> > *Maybe* related to PR#3769, what i consider a serious bug, and the problem
> > also emerges only after 2 or 3 turns?
> >
> 
> It occurs only in the endgame, with lots of units and a (alomost) complete 
> vision. Yes, after 2 or 3 tuns I'm back where I started (disconnected).
> 
> Just an observation: the AI moves *lots* of units accross its continent in 
> the crawling stage, and after popup of a still-to-be-filled message 
> window, things speed up dramaticaly and de AI moves almost all its units 
> in other directions than before. Seems odd to me.

The problem is that every step of a unit is drawn. So when you move 1000
units in 1 sec there has to be 3000 refreshs of the screen.

Think because that the high usage of the CPU.

Thomas
-- 
Thomas Strub  ***  eMail ue80@xxxxxxxxxxxxxxxxxxxxx
jb: people are stupid, they don't want to learn.



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