[Freeciv-Dev] (PR#12840) delay in pollution patrol (possible causes)
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<URL: http://bugs.freeciv.org/Ticket/Display.html?id=12840 >
OK, now just two more problems.
1. We don't want to share inbound maps with other players. One way to
do this is to just have a 32x larger array with separate maps.
2. Could you declare the array on the stack in each call to
auto_settlers_player? Then there would be no state information kept
around from turn-to-turn (maybe bad?) but also we don't have to worry
about checking for stale information, and memory management becomes trivial.
-jason
- [Freeciv-Dev] Re: (PR#12840) delay in pollution patrol (possible causes), Jason Short, 2005/04/19
- [Freeciv-Dev] Re: (PR#12840) delay in pollution patrol (possible causes), Brian Dunstan, 2005/04/19
- [Freeciv-Dev] Re: (PR#12840) delay in pollution patrol (possible causes), Brian Dunstan, 2005/04/26
- [Freeciv-Dev] Re: (PR#12840) delay in pollution patrol (possible causes), Brian Dunstan, 2005/04/26
- [Freeciv-Dev] (PR#12840) delay in pollution patrol (possible causes), Jason Short, 2005/04/27
- [Freeciv-Dev] Re: (PR#12840) delay in pollution patrol (possible causes), Brian Dunstan, 2005/04/27
- [Freeciv-Dev] (PR#12840) delay in pollution patrol (possible causes),
Jason Short <=
- [Freeciv-Dev] Re: (PR#12840) delay in pollution patrol (possible causes), Brian Dunstan, 2005/04/27
- [Freeciv-Dev] Re: (PR#12840) delay in pollution patrol (possible causes), Brian Dunstan, 2005/04/28
- [Freeciv-Dev] (PR#12840) delay in pollution patrol (possible causes), Jason Short, 2005/04/29
- [Freeciv-Dev] Re: (PR#12840) delay in pollution patrol (possible causes), Brian Dunstan, 2005/04/29
- [Freeciv-Dev] Re: (PR#12840) delay in pollution patrol (possible causes), Brian Dunstan, 2005/04/30
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