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Topic: Measuring working time of productionsites

Tibor

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Posted at: 2020-01-27, 11:47

Weird, do you have entire backtrace?


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hessenfarmer
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Posted at: 2020-01-29, 10:49

Ok problem was fixed, thanks to Nordfrieses Analysis.
I did my trials yesterday evening and I couldn't notice any significant differences in performance between trunk, my new floating algorithm and the solution with 5 minutes time base on the current algorithm.
Visibly with the floating base the Ai build mor foresters and woodcutters. But this didn't have any impact on territorial performance or military efficiency.
from the Performance point the 5 Minutes base run was best performance of all AI Players in total.
So my proposal is to clean up the code from remaining artefacts and make the 5 minutes time base solution ready for merge.

For those interested I have attached a csv with the best mean Production times measured for all buildings in the run made with the 5 Minutes base.


Attachment:
mean_times.txt (3.5 KB)

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hessenfarmer
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Posted at: 2020-01-29, 22:27

ok latest (hopefully final) changes pushed. Ready for review


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hessenfarmer
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Posted at: 2020-01-31, 12:14

change got merged into trunk


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stonerl
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Joined: 2018-07-30, 00:03
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Posted at: 2020-01-31, 19:19

hessenfarmer are you sure that it was necessary to introduce the *_1 and *_2 program calls? AFAIK the skip penalty for buildings only apply when all calls are skipped and the penalty gets applied to the main work program and not the subprograms.


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hessenfarmer
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Posted at: 2020-01-31, 20:52

yes I am sure as the main program does not return a status for stats thanks to your development. If any workprogram fails or gets skipped it is added to the skiped/fail list. if it is called 2nd time in 10 secs we wait until 10 secs are gone. so this is the best solution for 3 cycle 2 program sites.


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niektory
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Posted at: 2020-02-02, 19:16

Commit 726d3d - fixed 3 program cycles broke savegame compatibility:

buildingdata: building 6775: productionsite
(atlanteans_smelting_works):
[../src/logic/map_objects/tribes/productionsite.cc:262]
atlanteans_smelting_works has no program 'smelt_iron'

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hessenfarmer
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Posted at: 2020-02-03, 10:49

niektory wrote:

Commit 726d3d - fixed 3 program cycles broke savegame compatibility: buildingdata: building 6775: productionsite (atlanteans_smelting_works): [../src/logic/map_objects/tribes/productionsite.cc:262] atlanteans_smelting_works has no program 'smelt_iron'

Sorry, I will have a look how to fix this.


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hessenfarmer
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Posted at: 2020-02-03, 22:59

ok piull request for the fix is up on Github


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GunChleoc
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Posted at: 2020-02-07, 10:48

Saveloading fix has been merged face-smile.png


Busy indexing nil values

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