[Freeciv-Dev] (PR#11562) Freeciv Server Performance
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<URL: http://bugs.freeciv.org/Ticket/Display.html?id=11562 >
> [jdorje - Wed Jan 12 17:38:42 2005]:
> > The client can run the CM immediately upon getting the update
> > about the new tile status, if it so desires. Never call the CM for the
> > client, except when the player acquires a new city.
> >
> > For AI players, put the city on a list of cities on which to call
> > auto_arrange_workers at the end of the turn.
>
> This is possible. It's a design I've considered before (with a
> pcity->needs_arrange value) but never done any work on. This could work
> for human players too if CM is done server-side.
There is pcity->server.needs_arrange, so maybe we just need to add
a loop in end_phase (or, maybe, move it all to ai_end_phase).
The reason to do it client-side for humans is (a) client-side to avoid loading
pubserver, at the cost of lack of concurrency; (b) humans will want to see the
correctly optimized city values on the map soon.
> One problem though is this will still rearrange all workers even when
> just one should be placed.
I disagree with "should" here. For CPU reasons, we want to avoid rearranging
too much; but that's the only reason I can really think of. If we can rearrange
all workers at acceptable CPU cost, then we should.
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