Am Sonntag, 11. September 2011, 17:21:52 schrieb Michal Mazurek:
On Sun, Sep 11, 2011 at 03:12:17PM +0200, Matthias Pfafferodt wrote:
Am Sonntag, 11. September 2011, 13:26:48 schrieb Michal Mazurek:
Calculating a turn on a 500mhz sparc64 with a maximum map, 30 players
takes 1 minute (memory usage jumps from 120MB to 200MB for a moment). I
think this may be caused by saving the game. Clients timeout etc -
quite a problem. Since I cannot compile without warings on
openbsd/sparc64 i cannot compile with profiling. However I'll try to
profile the code on i386. I write this mail because perhaps somebody
has some insight into this matter. If so please reply.
Hello Michal,
the hard thing on save is compression. If you save without compression it
should be a lot faster but you do have lager savegames. These you could
compress after that using something like nice -n 10 ...
This didn't help. Saving still takes 50 seconds.
I want to note that compression of the savegames is really good:
-rw-r--r-- 1 longturn longturn 356K Sep 11 17:17 dupa.sav.gz
-rw-r--r-- 1 longturn longturn 26.7M Sep 11 17:18 dupa.sav
In that case the creating of the secfile has to be optimised - or use xml?
(see http://gna.org/patch/?2903)
Matthias (aka syntron)
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