[Freeciv-Dev] [bug #15519] [autosettler] move cachemap for AI auto settler into player ai data struct
Update of bug #15519 (project freeciv): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?15519 ___ Nachricht geschickt von/durch Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #15519] [autosettler] move cachemap for AI auto settler into player ai data struct
Follow-up Comment #7, bug #15519 (project freeciv): Of course, this can be done with a hash table. And this is a very good candidate for. Done; see patch #2218. I hope that the use of the hash functions is correct. Mainly, that the data is freed after use (in hash_destroy, hash_replace). If I understand the code right, this is done automatically be the spechash/genhash module. ___ Reply to this item at: http://gna.org/bugs/?15519 ___ Nachricht geschickt von/durch Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #15519] [autosettler] move cachemap for AI auto settler into player ai data struct
Update of bug #15519 (project freeciv): Category:None = ai Priority: 1 - Later = 5 - Normal Status:None = Ready For Test Planned Release: = 2.4.0 Summary: ai_settler_init() memory leak = [autosettler] move cachemap for AI auto settler into player ai data struct ___ Follow-up Comment #4: * cleanup of ai auto settler handling: funcs.auto_settler_(init|run|free) questions: * should ai_data (advdata.h) be split in an advisor part and an AI part? (file #11246) ___ Additional Item Attachment: File name: 20101117-02-trunk-move-cachemap-for-AI-auto-settler-into-player-ai-dat.patch Size:13 KB ___ Reply to this item at: http://gna.org/bugs/?15519 ___ Nachricht geschickt von/durch Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #15519] [autosettler] move cachemap for AI auto settler into player ai data struct
Follow-up Comment #5, bug #15519 (project freeciv): changes 20101117: * contemplate_new_city() also needs an initiated settler map (see aicity.c) would it possible to use a hash table for the cache map? Thus, only the elements really needed would be saved. Something like: void settler_cache_map_set(pplayer, ptile, data); // save data data = settler_cache_map_get(pplayer, ptile); // get saved data or NULL (file #11249) ___ Additional Item Attachment: File name: 20101117-02-trunk-move-cachemap-for-AI-auto-settler-into-player-ai-dat.patch Size:13 KB ___ Reply to this item at: http://gna.org/bugs/?15519 ___ Nachricht geschickt von/durch Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #15519] [autosettler] move cachemap for AI auto settler into player ai data struct
Follow-up Comment #6, bug #15519 (project freeciv): Of course, this can be done with a hash table. And this is a very good candidate for. ___ Reply to this item at: http://gna.org/bugs/?15519 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev