Using references matches the C++ coding style better and should improve
performance a bit in theory. It avoids 2 copies of T in case of the
functions registered with RegisterFunction (mainy used in the GUI). It
should also avoid one or two copies in case of
DEFINE_INTERFACE_METHOD_X, which is used in the simulation, but I
haven't bothered to count it there exactly.
It is now predefined which types have to be passed by const reference
and which are passed by value. Note that references can't be used as
out-parameters (to return multiple values to JS). This hasn't worked
before either and probably never will.
This was SVN commit r17696.
While there don't check for null when delete-ing since that is a no-op,
use the proper type instead of auto, always swap when removing a single
element (instead of comparing .size() to 1), and clean up includes.
foobar
This was SVN commit r17641.
The list of modified entities was thrown out on global visibility
updates (those happen on rejoin) but only in-world entities were
actually updated then, causing problems with garrisoning.
Now the list of modified entities can happen to be large, so replace the
hacky check for infinite loops by a real check.
This was SVN commit r16962.
Currently only preview entities are affected, and they are not
serialized, but it could break a lot of things in the future.
This was SVN commit r16858.
The game has to deal with situations such as: the visibility of an
entity changes, a mirage is created for it -> the mirage visibility is
updated -> the entity visibility is updated back.
All of this process now happens in the same turn, and all updates are
guaranteed to be performed. This fixes a source of serialization errors
and rejoin OOSes.
Fixes#3107
This was SVN commit r16857.
This subdivision is faster but less precise, so range queries get more
entities and are a bit slower (up to 1ms approx.), but the overall gain
on a simulation update is always positive and can reach 10ms per frame.
For now, this new subdivision is only used by the range manager,
integrating it in the obstruction manager might be sensible.
Refs #2430
This was SVN commit r16540.
This improves performance quite a lot because it avoids a huge number of
calls from C++ to JS. Check the ticket for performance measurements.
Refs #2913
This was SVN commit r16337.
This fixes the problem where passing a non-ASCII string to
debug_printf(L"%hs", s) caused vswprintf_s to fail on Linux (because it
doesn't know what encoding the char* is meant to have). Now debug
messages will remain as UTF-8 until they reach the OS.
Fixes#3021.
This was SVN commit r16332.
It is necessary to rely on shared los masks, else some visibility
updates will be missing.
Refs #2913, see this ticket for a performance graph.
This was SVN commit r16328.
Fixes the animals hidden in the FoW, and adds the missing status bars
for mirages.
Also small cleanup of the code.
Refs #2913
This was SVN commit r16281.
Everything is char* now, so we don't need to mess around with different
string types.
Done with:
ag -ls 'LOG(MESSAGE|MESSAGERENDER|WARNING|ERROR)' source | xargs perl
-pi -e'1 while
s/(LOG(MESSAGE|MESSAGERENDER|WARNING|ERROR).*)%[hl]s/$1%s/g'
This was SVN commit r16187.
Done with:
ag -ls 'LOG(MESSAGE|MESSAGERENDER|WARNING|ERROR)' source | xargs sed
-i 's/LOG\(MESSAGE\|MESSAGERENDER\|WARNING\|ERROR\)(L/LOG\1(/g'
This was SVN commit r16183.
This first commit only refactors code and does not add any new feature.
Refs #2913 (see this ticket for more information about the change)
This was SVN commit r15925.
To achieve this, mirage entities are created per player, to replace the
real entities when these ones fall into the fog-of-war. These mirage
entities are created on-the-fly, and destroyed when they get back in
sight.
This depends heavily on the VisibilityChanged message added in
2174eaaeee.
As a temporary adjustment, territories do not explore the map anymore
when their borders change. See #2709.
Fixes#599
This was SVN commit r15612.
I still experience troubles with serialization tests but I played a few
games without OOS. At least these changes will help us to debug more
efficiently the remaining problems.
Fixes initialization of visibility data and update order for LoS-related
systems (territory borders, etc).
Also removes a C-like array and fixes a player ID shifting.
Refs #599
This was SVN commit r15563.
On MSVC, casting i32 to i64 then multiplying gets compiled into a call
to __allmul, which is slow. Use the __emul intrinsic instead.
GCC 4.6+ appears optimise this case automatically and doesn't need any
special handling.
This reduces the cost of ComputeShortPath by about 50% (testing AI vs AI
on Oasis 01).
This was SVN commit r13873.
Overflowing elements in SpatialQueryArray are now reported with
debug_warn, but can be ignored and the program will continue working,
but further entities will be truncated.
This was SVN commit r13860.
Add CEntityHandle which wraps an entity_id_t and also has a pointer to a
per-entity array of IComponents. QueryInterface/CmpPtr on a handle just
involve a couple of pointer dereferences instead of a map lookup.
This requires sizeof(void*) per registered interface type per entity,
which is currently ~0.5KB per entity, which shouldn't be a problem.
This was SVN commit r13825.
Cast to smaller integer types explicitly.
Generally avoid platform-dependent types (size_t) in simulation code.
Use float versions of math.h functions, not double.
This was SVN commit r10017.
the old debug_assert always ran and tested the expression, which slows
down release builds. wrapping them in #ifndef NDEBUG is clumsy. the new
ASSERT behaves like assert and ENSURE like the old debug_assert. Let's
change any time-critical but not-super-important ENSURE to ASSERT to
speed up release builds. (already done in bits.h and unique_range.h)
This was SVN commit r9362.