Follow-up Comment #2, bug #21198 (project wesnoth):

>From what I've been able to gather it works like so (just considering units,
but the principal is the same for terrain and other things):
- title screen loads data/core/unit... files
- on click of campaign or multiplayer all data is disgregarded
- each campaign separately or a new multiplayer instance checks
data/core/unit... files + the data/campaign/... or multiplayer specific era
files.
- game is quit and game logic brings one back to the title screen.
- the unit files remain loaded as before (see help list of units)
- a different campaign or multiplayer instance is loaded and previous unit
files are disgregarded and again each campaign separately or a new multiplayer
instance checks data/core/unit... files + the data/campaign/... or multiplayer
specific era files.

Just to be clear on the 'disgregarded' part -- it looks like the data is one
first load combined together, but the cache for each campaign or multiplayer
contains both the default and unique unit files put together. So each
subsequent load may be wasting time loading the same information that is
already loaded by the time the title screen loads.

Seeing as you want the unique data for each campaign to be lost when starting
another campaign, it would be hard to optimize in general. However, it could
be optimized specifically for the "-m", "-c", or "--scenario" command line
switches to load without the title screen part -- saving one pass of the core
units from cache.

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