Complete.Org: Mailing Lists: Archives: freeciv-dev: August 2003:
[Freeciv-Dev] Re: (PR#5081) huge send buffer
Home

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

[Top] [All Lists]

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
To: undisclosed-recipients: ;
Subject: [Freeciv-Dev] Re: (PR#5081) huge send buffer
From: "Christian Knoke" <chrisk@xxxxxxxxx>
Date: Sat, 16 Aug 2003 14:10:20 -0700
Reply-to: rt@xxxxxxxxxxxxxx

On Sat, Aug 16, 2003 at 01:54:00PM -0700, Vasco Alexandre da Silva Costa wrote:
> 
> On Sat, 16 Aug 2003, Christian Knoke wrote:
> 
> > On Wed, Aug 13, 2003 at 11:08:05PM -0700, kersten@xxxxxxxxxx wrote:
> > >
> > > Same with me here: large game, no observers, fast machine, server running
> > > on localhost; client takes forever to display the movements of all units.
> > > In the first part of the move they crawl, then suddenly they speed up. The
> > > machine takes 100% CPU. That's a lot. The server disconnects the client
> > > almost every turn due to ping timeouts. Restarting the client from scratch
> > > speeds things up, reconnecting from the existing client makes it worse.
> > > After a few turns the cycle restarts. Memory consumage rises as well. I'm
> > > using the GTK 2.0 client.
> >
> > Just happened:
> >
> > aifill=8, all other options standard. Nearly all techs researched. *Not*
> > much fighting. 111 units.
> >
> > After some turns, manual unit movement gets extraordinary slow. Up to 1
> > second between keypress and update of unit MP display in the left bar
> > (200MHz). Deactivating animated moves helps a little. No background jobs. No
> > shared view. No alliances.
> 
> Some profiling could be of help to find out more precisely what is the
> bottleneck in the client.

How can I do that?

Christian

-- 
Christian Knoke          * * *          http://www.cknoke.de
* Please note new mail address - Neue Mailadresse beachten *
* * * * * * * * *  Ceterum censeo Microsoft esse dividendum.



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