Topic: large map give above 1000 messages

Crisis
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Joined: 2025-02-20, 17:39 UTC+1.0
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Posted at: 2025-02-20, 18:00 UTC+1.0

Hello i play a 400x400 field with Barbarians. I have severall tree area's and those grow slow. i have after 49 hours (background) playtime more then 1000 message. Since the messages are constanly updated by ADDING this slows down the frame rate to about 15% compared with a closed message board. i guess that the list is updated, compressed and then uncompressed to show "in real time"...

part of the problem is the huge amount "no tree" messages which has few value since next to the woodcutter is a SPROUT growing. 1) all trees from seedling to old should be included in the message DECISION which will avoid a lot off messages. 2) after ADDING a message should be REFRESHED with a check for eg location. if a message location already exists then do a refresh.

that will make the message list short and accurate. I hope its possible. C you


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Nordfriese
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Posted at: 2025-02-20, 18:34 UTC+1.0

Hi,
that such a huge list of messages causes the inbox to lag is a known problem (https://codeberg.org/wl/widelands/issues/4373). May I however suggest that keeping the inbox tidy by deleting messages after you read them would help a lot face-wink.png

Also, if a building keeps sending you useless messages, you can mute that building from its window to suppress the messages you don't care about.


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Ron_of_Nord
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Posted at: 2025-02-21, 05:55 UTC+1.0

Nordfriese wrote:

Hi,
that such a huge list of messages causes the inbox to lag is a known problem (https://codeberg.org/wl/widelands/issues/4373). May I however suggest that keeping the inbox tidy by deleting messages after you read them would help a lot face-wink.png

Also, if a building keeps sending you useless messages, you can mute that building from its window to suppress the messages you don't care about.

I too keep my inbox tidy , I learned the hard way playing against my family on our local network. Imagine what its like trying to sort through a lot of messages when your wife's amazons suddenly come screaming at you. It was humbling so now I make sure that messages in the inbox is handled quickly.


The aussies are coming, ya ho! ya ho!

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Crisis
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Posted at: 2025-02-21, 16:51 UTC+1.0

yes a MUTE button, nice. i noticed when a removed an obsolete Lumber Jack that 5 message were removed at once, meaning there where 5 equal messages for that one object. so to reduce the treshold i think it will help if the system Replace messages as first aproach to keep the message tidy. it takes 50 seonds for the box to open while the game entirly stops. when the box is open the framrate goes from 29 to 7

this map has 60 lumber jacks and 66 rangers and yet are real large amount off the messages is "No Trees" it would realy help if the SAPPLINGS are counted as TREE as well ! this will reduce the treshold very very much.


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hessenfarmer
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Posted at: 2025-02-21, 18:13 UTC+1.0

Crisis wrote:

please use 2 spaces at the end of each line, to force a line break.

yes a MUTE button, nice.
the MUTE buttons are already implemented. from the building window of each lumberjack you could select whether to silence only this particular building or all similar Buildings as well.

i noticed when a removed an obsolete Lumber Jack that 5 message were removed at once, meaning there where 5 equal messages for that one object.

depending on how much time lies between the messages, they are not equal as they show a history. furthermore AFAIK they are only retriggered if the productionsite had a sufficient productivity in the meantime.

so to reduce the treshold i think it will help if the system Replace messages as first aproach to keep the message tidy.

I am not sure whether this would be possible for our message system, without slowing it down even more.
only thing that might be doable perhaps, is to auto delete messages after a configurable time span, but I am not sure on that either. (However I would give it a +1)

it takes 50 seonds for the box to open while the game entirly stops. when the box is open the framrate goes from 29 to 7

As @Nordfriese said this is already known. If your Box is already cluttered like this. you might pause the game open the message box, Select all messages by pressing (CTRL + A) and press delete.
At least this is my way to get rid og this situation.

this map has 60 lumber jacks and 66 rangers and yet are real large amount off the messages is "No Trees" it would realy help if the SAPPLINGS are counted as TREE as well ! this will reduce the treshold very very much.

this is not possible as the message is simply triggered if the productivity of a lumberjack falls below a specific target. and the Productivity is simply calculated from the succes of working attempts. so to make saplings count the lumberjack would need to look for them to cut them.

Edited: 2025-02-21, 18:14 UTC+1.0

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Crisis
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Posted at: 2025-02-21, 19:08 UTC+1.0

Hi, thanks for an extended explanation. Saplings are not Yet counted as trees apperently. ok Meanwhile i tried to set the production treshold to 2% but it fails to save that value, its stuck on 33%. if that works, it will reduce a lot i guess ??


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Sauss-Ente
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Posted at: 2025-07-22, 20:51 UTC+2.0

I love to call Widelands the ancient-themed mail-spam-simulator. And diplomacy wasn't even mentioned yet in this thread. It's surely only a problem for long rounds with lots of AI players. Although could be used for trolling in online games as well.

A mute button in the diplomacy menu per player would be appreciated! Meaning, that no diplomacy messages can be sent. Maybe it should grey out the "Invite team" button for the muted player and vice-versa. To show, that one got muted and no efforts to teaming up can be made.

But to digress, it's not so much a problem for cluttering the inbox (which can be solved by deleting all messages quickly, case closed). Rather for realising, that an attack is about to occur. To be fair, the warning trumpet sounds are alarming enough, but imagine someone playing Widelands on a computer with no sound. I'd say there has to be an optical difference between attack messages and all the other messages. Hm... flashing the box at the bottom of the screen (maybe 3 times) instead of having it just appear would probably do the difference.


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Crisis
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Posted at: 2025-07-24, 17:58 UTC+2.0

i noticed when a removed an obsolete Lumber Jack that 5 message were removed at once, meaning there where 5 equal messages for that one object.

depending on how much time lies between the messages, they are not equal as they show a history. furthermore AFAIK they are only retriggered if the productionsite had a sufficient productivity in the meantime.

so to reduce the treshold i think it will help if the system Replace messages as first aproach to keep the message tidy. I am not sure whether this would be possible for our message system, without slowing it down even more.
only thing that might be doable perhaps, is to auto delete messages after a configurable time span, but I am not sure on that either. (However I would give it a +1)

if you give only a single message line PER object then you only have to fetch the number and do Not need any search at all, since the message then is at an exact spot in the list. then you only have to replace the message its self, which easily can be an build-up message from a message number like the frame now gives. to display the history you only need an object number list that removes the object from the list and then place on top after any message. then you can print the list PART you need like in steps of 10 or 20 at once i have no clue how it works now, if you could point out which part off code it is i could try to read it


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Crisis
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Joined: 2025-02-20, 17:39 UTC+1.0
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Posted at: 2025-07-24, 18:01 UTC+2.0

" so to make saplings count the lumberjack would need to look for them to cut them."

actualy thats what is needed, those trees are FUTURE cuts, unless they dont grow, but then on next intterrupt it will disapear and will not be counted in. is there an active list with cutable trees or is it counted alover agian after interrupts?

Edited: 2025-07-24, 18:02 UTC+2.0

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