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