This should have a noticeable impact on performance (in the good way!)
Thanks mimo for noticing something was off with the planning system!
This was SVN commit r17866.
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.
Rename PickFriendlyEntitiesInRect to PickPlayerEntitiesInRect.
Rename PickSimilarFriendlyEntities to PickSimilarPlayerEntities.
Add comment.
Refs #3215.
This was SVN commit r17622.
Based on existing code that was still around from an old(not working)
implementation.
Supports basic control from trigger scirpts (queue, start and stop
camera paths) and works in multiplayer.
This was SVN commit r17594.
Also stop trying too hard when we are close to the destination and our
only order is to move there.
This should result in a slight optimization of the behavior, as well as
slightly more sanity overall.
This was SVN commit r17226.
Make sure we do not treat as circles entities that we really should
treat as squares (such as trees). This fixes an issue reported by Stan.
Make sure we never forget about our destination if we are blocked by
unit obstructions. This makes sure that units in a group but not in
formation will not be blocked by the other units, and probably makes the
general behavior more sane. Helps following [17166]
Refs #3505, #3471, #3376
This was SVN commit r17191.
Also fix a potential issue I noticed in some cases, though that
particular fix implies scrapping waypoints, so if units seem to get
lost, please report so and I'll revert those changes.
I can't find any way to get units stuck with this patch.
This was SVN commit r17163.
Change the way the long-range pathfinder rasterisation works slightly so
that we have a better compatibility with the short-range pathfinder.
Should fix the "stuck units" issues, though I am not sure so I am not
marking them as fixed so far. Refs #3471, #3505, and possibly #3292.
Caveat: I am now using clearance of 0.8 for "default" class, which might
have side-effects: please report anything weird.
Also fix leftover style issues.
This was SVN commit r17161.
This resulted in ALL "units inside obstructions" issues.
Thanks to elexis for the testing.
Fixes#3532, #3450.
Refs #3538 (still OOSes), #3410 (unitmotion remains buggy for
formations, but this is only aesthethic.)
Probably affects #3471 and #3505, but those are not fixed.
This was SVN commit r17152.
Please note that this commit makes #3410 really visible. Formation
members might pass through buildings.
Refs #3410, #3337.
This was SVN commit r17028.
This typo didn't have any influence since dirty unit shapes are usually
discarded during the rasterization (they don't block long-range
pathfinding). Switching the order of a check in RasterizeHelper prevents
performance problems to a really small extent.
This was SVN commit r17014.
Now that units flee it's necessary to fix the unit chasing: this commit
reintroduces some code from 298115f4c5 that disappeared with the
committing of the new pathfinder. Refs #1537.
Also includes some style improvements to the UnitMotion code.
This was SVN commit r17013.
With this change, units will not check their movement against all
obstructions when moving: terrain and static obstructions are assumed to
be handled by the long-range pathfinder.
However, when static obstructions are changed, the paths have to be
invalidated. In order to minimize the performance impact, units will
check for obstructions when they move after a passability change. If
they collide with something, they will recompute a path that will take
into account the new passability map.
Also includes some code cleanup. This patch should not change
performance a lot: the lower number of checks should give a small
performance improvement while using the message broadcasting system
should hurt it a bit.
Fixes#3376, #3337, #1914.
This was SVN commit r16998.
Those shapes need to be taken into account when computing a short path,
but they need to be discarded when checking movements or they will
create long/short inconsistencies.
This was SVN commit r16981.
As a general rule, pathfinding-blocking shapes should not be tested
against for movements. Only the passability grid should be considered.
As the algorithm which tests paths on this grid was fixed in 1c9ea56800,
it can be safely used.
Fixes#3376.
This was SVN commit r16971.
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.
However, using the terrain-only grid reveals one discrepancy between the
short pathfinder (which uses unit radii) and the long one (which uses
unit clearances). So I implemented the change proposed by sanderd17 in
#3294, which is removing unit radius and using only the pathfinder
clearance. Refs #3294
Now some tweaking has to be done in the templates, so that units get a
passability class suited to their apparent size. In the meantime the
unit motion is quite bugged.
This was SVN commit r16867.
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.
Also make the GetPassabilityClasses functions use references instead of
wild allocations. Use a reference when passing pass classes to the AI
worker.
This was SVN commit r16833.
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.
This upgrade also introduces exact stack rooting (see to the wiki:
JSRootingGuide) and fixes problems with moving GC. This allows us to
enable generational garbage collection (GGC).
Measurements a few months ago have shown a performance improvement of a
non-visual replay of around 13.5%. This probably varies quite a bit, but
it should be somewhere between 5-20%. Memory usage has also been
improved. Check the forum thread for details.
Thanks to everyone from the team who helped with this directly or
indirectly (review, finding and fixing issues, the required C++11
upgrade, the new autobuilder etc.)! Also thanks to the SpiderMonkey
developers who helped on the #jsapi channel or elsewhere!
Fixes#2462, #2415, #2428, #2684, #1374
Refs #2973, #2669
This was SVN commit r16214.
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.
First, do a ray intersection test with the bounding-sphere for all
entities on the map and then check the more detailed selection shape for
the remaining candidates. Do checks that require component lookups after
the ray intersection tests because these are relatively expensive.
The old method for figuring out which entities are below the mouse
cursor was incorrect because it does a 2D check to filter out the first
candidates which can lead to incorrect results with lower camera angles
and high buildings or buildings with a large footprint. Such problems
were avoided with quite a large radius for this 2D test and resulted in
a large number of candiate entities after this first test (200-500).
Also rename PickEntitiesAtPoint to PickEntityAtPoint and make it return
only one (the closest) match.
I've tested performance with the tracelogger by starting a map and then
moving the mouse in circles for one minute. The results were relatively
stable. I've compared the total time percentage of input.js:836, which
spends nearly all of the time in PickEntityAtPoint.
Ardennes Forest - Normal size: Original: 41.46% Patched: 31.6%
Ardennes Forest - Giant size: Original: 40.59% Patched: 51.55%
As we see, it's faster on normal map sizes but slower on giant maps with
a lot of entities.
This approach can be further improved with some kind of spatial
subdivision for the culling (like an octree), which would help the unit
renderer too. This way it should be possible to make it faster (and
still correct) on all map sizes and with a large total numbers of
entities.
This was SVN commit r16098.
On my ESR31 branch, I've made two measurements with different replays
(both around 15000 turns).
In the first, I got around 3% performance improvement and in the second
about 7.5%. It mainly depends on how often aura changes related to the
female citizen aura happen.
This was SVN commit r16055.
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.
Mount public in case we are starting Atlas and no mods are specified in
the config.
If users remove all mods and save this to the config and try to start
Atlas it will
crash, as it cannot find some needed files.
This was SVN commit r15678.
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 had to change a few other functions to take JS::MutableHandleValue
because JS::Stringify takes a JS::MutableHandleValue as input parameter.
That seems a bit strange because it should not change that value.
I assume it has historical reasons.
Refs #2415
Refs #2462
This was SVN commit r15605.
It might actually be needed again in the future, but I think even then
it would be easier to rewrite it than having to update the code in the
meantime.
Refs #2462
This was SVN commit r15600.
Changes CallFunction and CallFunctionVoid to use a HandleValue as object
parameter. Also changes some JS serialization/deserialization functions
to only support the JSAPI rooted types (drop support for CScriptVal and
CScriptValRooted there). Some other functions got changed too because
they were closely related.
Refs #2415
Refs #2462
This was SVN commit r15592.
Changes GetProperty, SetProperty and HasProperty and a few other
functions to take handles. The conversions to CScriptVal or
CScriptValRooted at some places should be removed in the future. I've
done that to avoid an even larger patch.
Refs #2415
Refs #2462
This was SVN commit r15568.
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.
JS::MutableHandleValue is similar to JS::HandleValue, but the whole
JS::Value it points to can be replaced.
This change is needed for support of exact stack rooting and moving GC.
Contains a few other trivial API adjustments and style improvements too.
Refs #2462
Refs #2415
This was SVN commit r15534.
Remove commented out code writing triggers that has nothing to do with
the actual triggers implementation.
Free memory that was allocated for error reporting when when fork()
fails.
Remove dead initialization.
This was SVN commit r15477.
Change the shader itself so that the effects look nicer and are more
consistent across settings.
Rework the water mesh generation (simpler system). Fix a few issues.
May work oddly with Atlas since I haven't been able to compile yet.
Refs #1875 (maybe fix), Fixes#2077 (I'll assume it does), Fixes#2114
(assumption again), refs #48.
This was SVN commit r15473.