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[Freeciv-Dev] Re: (PR#11562) Freeciv Server Performance
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[Freeciv-Dev] Re: (PR#11562) Freeciv Server Performance

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To: kaufman@xxxxxxxxxxxxxxxxxxxxxx
Subject: [Freeciv-Dev] Re: (PR#11562) Freeciv Server Performance
From: "Jason Short" <jdorje@xxxxxxxxxxxxxxxxxxxxx>
Date: Fri, 17 Dec 2004 13:55:40 -0800
Reply-to: bugs@xxxxxxxxxxx

<URL: http://bugs.freeciv.org/Ticket/Display.html?id=11562 >

Christian Knoke wrote:
> <URL: http://bugs.freeciv.org/Ticket/Display.html?id=11562 >
> 
> On Fri, Dec 17, 2004 at 12:02:46PM -0800, Jason Short wrote:
> 
>><URL: http://bugs.freeciv.org/Ticket/Display.html?id=11562 >
>>
>>Attached is a profile and a savegame which created it.
> 
> 
> You forgot the profile.

RT rejected it (too big).  I gzipped it and attached it separately.  See 
also http://www2.zastoupil.org:8080/~paulz/gprof.out which is the same 
game I think.

Right now I'm looking most closely at the auto_arrange_workers call in 
update_city_tile_status().  This is called any time an enemy unit makes 
a worked tile unavailable.  This call seems to account for 2/3 of the 
aaw calls and 20% of the overall server runtime.  This call is 
fundamentally unnecessary, but fixing it isn't that easy.  However a 
simple greedy algorithm to move a SINGLE worker would be the best way to 
fix it (currently we place all workers from scratch).

-jason





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