Re: Even better timing log
Per Inge Mathisen <per-0/[email protected]> Tue, 12 Apr 2005 14:36:02 +0000 (GMT)
| Newsgroups | gmane.games.freeciv.ai |
|---|---|
| Message-ID | <[email protected]> |
Another example (same game, several turns later): 2: --- AI timing results --- 2: Total AI time: 15,69 sec turn, 368,78 sec game 2: Movemap: 7,73 sec turn, 130,13 sec game 2: Units: 11,04 sec turn, 211,23 sec game 2: - Military: 8,82 sec turn, 183,58 sec game 2: - Attack: 1,6 sec turn, 66,6 sec game 2: - Defense: 3,13 sec turn, 54,25 sec game 2: - Ferry: 0,35 sec turn, 8,97 sec game 2: - Rampage: 6,68 sec turn, 118,72 sec game 2: - Bodyguard: 3,87 sec turn, 60,15 sec game 2: - Recover: 0 sec turn, 0,1 sec game 2: - Caravan: 0 sec turn, 0 sec game 2: - Hunter: 0,14 sec turn, 1,52 sec game 2: - Airlift: 0 sec turn, 0,01 sec game 2: - Diplomat: 0,07 sec turn, 1,09 sec game 2: - Air: 2,02 sec turn, 24,38 sec game 2: - Explore: 0,14 sec turn, 4,25 sec game 2: fstk: 0,86 sec turn, 75,39 sec game 2: Settlers: 0 sec turn, 0,71 sec game 2: Workers: 0 sec turn, 0,96 sec game 2: Government: 0,16 sec turn, 3,43 sec game 2: Taxes: 0 sec turn, 0 sec game 2: Cities: 0 sec turn, 130,1 sec game 2: - Buildings: 0 sec turn, 4,36 sec game 2: - Danger: 4,65 sec turn, 52,86 sec game 2: - Worker want: 0 sec turn, 4,29 sec game 2: - Military want: 0 sec turn, 106,69 sec game 2: - Settler want: 0 sec turn, 13,81 sec game 2: Citizen arrange: 0,18 sec turn, 4,68 sec game 2: Tech: 0 sec turn, 0,03 sec game It seems clear that auto_arrange_workers() is not the big bottleneck I thought it was. Nor is the government code, which may be annoying on game start, but during the game is not much of a CPU drain. At least I can rest comfortably knowing that my gen eff AI code is, after all, quite fast. - Per