Notes |
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(0006545)
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SXX
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2016-08-10 23:24
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While I'm not 100% sure I'll for now mark this one as related to 0001713 since extreme amount of time spent inside SectorMap code. |
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(0006546)
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SXX
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2016-08-11 00:09
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So while I not yet sure why exactly AI spend so much time to decide where to move, but it's pretty clear that it's getFlaggedObjects inside SectorMap create most of load while checking for embarking options
Not yet decide what is best solution for this one since it's not only the place where this weird code is used.
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(0006547)
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SXX
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2016-08-11 01:03
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So for whatever reason VCMI::getFlaggedObjects didn't used "visitableObjs", but instead tried to get all the objects on map from scratch every time.
So I fixed this hog already:
https://github.com/vcmi/vcmi/commit/25fd4d85e24f60552948ea10ffb47acaddc8ba8c [^]
Even if now turn is few thousand times faster there no explanation why AI wander is slow slow so more investigation is needed. |
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(0006548)
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AVS
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2016-08-11 07:29
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Post updated callgraph please |
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(0006552)
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SXX
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2016-08-11 14:01
(edited on: 2016-08-11 14:02) |
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(0006553)
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SXX
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2016-08-12 06:13
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