#59 Cache item def and attack values for damage code

None
closed-fixed
nobody
None
5
2016-09-14
2009-02-28
No

[23:03] <kiheru> the performance is really a minor thing. looking up the items takes way more time that getting their values
[23:03] <osl> unless the same item can have different values depending on the place it is yielded I can't see a meaning for multipliers
[23:03] <kiheru> (that's what takes the majority of time in the fighting code)
[23:05] <kymara> shouldnt it be cached?
[23:05] <osl> *wielded
[23:06] <osl> sounds reasonable, kymara
[23:07] <kiheru> it could be, but the server takes most of the time at other things rather than fighting (profiled in a server that did little else than fighting simulation)
[23:07] <kymara> i think kiheru is typing a long response now
[23:07] <kymara> yes
[23:07] <kiheru> but yes, caching would be quite simple
[23:08] * kymara toddles off to feature request page
[23:08] <kymara> or developers
[23:08] <osl> not recalculate the total defense until a character slot is altered
[23:08] <kiheru> yes. or atk for that matter
[23:09] <osl> right

Discussion

  • Hendrik Brummermann

    • status: open --> pending
    • Group: -->
     
  • Hendrik Brummermann

    • status: pending --> closed-fixed
     


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