Tibor
Topic Opener
Joined: 2009-03-23, 22:24
Posts: 1377
One Elder of Players
Location: Slovakia
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Posted at: 2020-01-27, 10:47
Weird, do you have entire backtrace?
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hessenfarmer
Joined: 2014-12-11, 22:16
Posts: 2710
One Elder of Players
Location: Bavaria
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Posted at: 2020-01-29, 09:49
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.
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hessenfarmer
Joined: 2014-12-11, 22:16
Posts: 2710
One Elder of Players
Location: Bavaria
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Posted at: 2020-01-29, 21:27
ok latest (hopefully final) changes pushed. Ready for review
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hessenfarmer
Joined: 2014-12-11, 22:16
Posts: 2710
One Elder of Players
Location: Bavaria
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Posted at: 2020-01-31, 11:14
change got merged into trunk
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stonerl
Joined: 2018-07-29, 23:03
Posts: 327
Tribe Member
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Posted at: 2020-01-31, 18:19
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
Joined: 2014-12-11, 22:16
Posts: 2710
One Elder of Players
Location: Bavaria
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Posted at: 2020-01-31, 19:52
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
Joined: 2019-06-03, 19:06
Posts: 206
Widelands-Forum-Junkie
Location: Poland
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Posted at: 2020-02-02, 18:16
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
Joined: 2014-12-11, 22:16
Posts: 2710
One Elder of Players
Location: Bavaria
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Posted at: 2020-02-03, 09:49
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
Joined: 2014-12-11, 22:16
Posts: 2710
One Elder of Players
Location: Bavaria
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Posted at: 2020-02-03, 21:59
ok piull request for the fix is up on Github
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GunChleoc
Joined: 2013-10-07, 14:56
Posts: 3317
One Elder of Players
Location: RenderedRect
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Posted at: 2020-02-07, 09:48
Saveloading fix has been merged
Busy indexing nil values
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