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[Freeciv-Dev] Re: (PR#11068) savegame file compression
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[Freeciv-Dev] Re: (PR#11068) savegame file compression

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To: freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: (PR#11068) savegame file compression
From: Christian Knoke <chrisk@xxxxxxxxx>
Date: Sat, 25 Jun 2005 19:27:11 +0200

On Sat, Jun 25, 2005 at 09:51:09AM -0700, Jason Short wrote:
> 
> I ran a single test on an autogame with changed compresstype but default
> compresslevel and saveturns 1.
> 
> Compresstype 0: 0m26.347s
> Compresstype 1: 0m28.336s (+1.989) (+7.5%)
> Compresstype 2: 0m30.919s (+4.572) (+17%)
> 
> Conclusion: bzip -6 is about 2.25 slower than gzip -6.  This is
> consistent with Chris's findings earlier in the ticket.  However this
> isn't really a good measure I think, since with increasing computer
> speeds and slower freeciv AIs the overhead of compression will drop.
> Maybe it would be better to look at these as a % fraction of the total
> runtime.  Note that this is with saveturns 1 so the % is 10x higher than
> the default would be.
> 
> A 1.7% overhead is not too much I think.
> 
> And the file sizes:
> 
> -rw-r--r--  1 jdorje jdorje 289729 2005-06-25 12:44 civgame-2000.sav
> -rw-r--r--  1 jdorje jdorje  18116 2005-06-25 12:46 civgame-2000.sav.bz2
> -rw-r--r--  1 jdorje jdorje  29121 2005-06-25 12:45 civgame-2000.sav.gz

For a player on a slower machine who plays with saveturns=1 time *and* space
matters. 17% for compression is a lot.

1. find a way (a daemon?) to do the compression in a seperate, crash
protected, process with a high nice factor.

2. do clever savegame management: deleting most savegames of older games.

Christian

-- 
Christian Knoke            * * *            http://cknoke.de
* * * * * * * * *  Ceterum censeo Microsoft esse dividendum.



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