Share

UFO:Alien Invasion

Tracker: Bugs

5 pathfinding calculation needs much time - ID: 2481055
Last Update: Comment added ( tlh2000 )

for my windows compiled ufoai (msys setup) battlescape freezes for some
minutes - I think only pathfinding execution is done in this time.

freeze occurs on any soldier change or any action. Compiling with suse
linux does not freeze the game.
If you need other infos, please ask.


Rudolfo Pinewood ( rudolfowood ) - 2009-01-01 18:10

5

Open

None

Michael Wilmes

None

SVN trunk

Public


Comments ( 11 )

Date: 2009-11-09 07:16
Sender: tlh2000Project Admin

io is never cheap - but it should not block the game. is this still an
issue with current trunk? any research done on this part?


Date: 2009-02-14 19:05
Sender: rudolfowood

It is not printing to the logfiles, I could verify. cvar logfile is used to
control this, even if I switch file logging off it needs much time. So the
inperformant part must be the console logging.


Date: 2009-01-28 18:40
Sender: rudolfowood

I found the suspect, it is nothing with compile:

it slows down massivly because of setting developer to 1, first suspect
there is printing very much info into debug logfiles. I think without
printing to file this is not a so big problem, I'll check that.


Date: 2009-01-10 15:46
Sender: rudolfowood

that -funsigned-bitfields/-fsigned-bitfields did not influence anything. I
also found that there are more differences between the two make commands,
e.g. -D__GNUWIN32__, -pipe, -O0 -fno-inline - but changing/adding any of
these also had no influence.

I found another difference: for game.dll and ufo.exe Codeblocks uses
mingw32-g++ instead of gcc, which is used on eclipse. But this also did
not reveal any influence. I'll do further checks on that.


Date: 2009-01-05 18:30
Sender: rudolfowood

I think it never worked since new pathfinding was implemented. The only
change in makefile flags that I remember and that could influence this was
changing from -ansi to -std=c99 (to enable round functions for mingw).

I don't know how I should notice it on parsing/map compile. I noticed that
e.g. configure runs much faster on Linux than on windows, but this could be
related to msys/mingw emulating some parts of linux (?)

what is the -funsigned flag? I don't know much about compiler flags


Date: 2009-01-03 23:42
Sender: aduke1

1. What was the last time you were able to compile an exe that did not lag
?
Have you tried to diff the revisions of the makefile @SVN since then ?
Maybe someone (accidently ?) changed the compiler flags...

2. Are you sure it only lags with pathfinding/switching actors ?? What
about map compile, game startup, load map ?
I have looked at the pathfinding code once or twice and can't remember
anything specific that I would immediately associate with compiler flags.
Plain C IIRC.

3. A blind shot: If it really is restricted to pathfinding, look for the
-funsigned flag and toy with it...


Date: 2009-01-03 11:46
Sender: rudolfowood

I can confirm that it does not happen if I compile with CodeBlocks... so it
must be some compiler flag that is not used with codeblocks.


Date: 2009-01-03 10:56
Sender: rudolfowood

duke: please note that I don't use C::B but "default" make process like
described here: http://ufoai.ninex.info/wiki/index.php/Talk:MinGW

I know that for CodeBlocks all compile rules are defined independant from
default make - I will check whether it also is ok if I compile via C::B.
But this would only mean that there is an error in "default" make process
that does not occur on (every) *nix


Date: 2009-01-02 23:52
Sender: aduke1

Discomfirmed.
Using rev 21362 on Win XP, compiled with std C::B, on a *really* old
machine, single player mode, switching between actors does NOT lag here.



Date: 2009-01-02 12:55
Sender: rudolfowood

this is during single-player game. I also experience this during skirmish
game. Even if I move a soldier for more than one unit at once (e.g. walk 4
units forward) it seems to calculate moveable places after every step.
How is server/client usage defined? I thought also during singleplayer
there is a "server" unit and my client as one of the participants.


Date: 2009-01-01 22:31
Sender: wilminator

Is this just the client, or are you using both the server and the client?


Attached File

No Files Currently Attached

Change

No changes have been made to this artifact.