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profile log per discussion:

profile.txt

Latium_profile.txt - after fresh load, with nothing particular going on

combat_profile.txt - with 7 enemy units standing around

I noticed something interesting:

Release mode: tried half a dozen times

It is difficult to lose even if I want to

If I attack, then let it play out on it's own, I win

Debug mode: tried twice

It is difficult to win even if I want to

If I attack, then let it play out on it's own, I lose

Edited by WhiteTreePaladin
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Hijacking this topic for more conclusions from multiplayer testing:

* Need to work out why the A* part in that profile log is so much larger than the times I get.

* Need to profile and understand JS memory usage, since in long games it can run out and then it becomes very unhappy.

* Need to cope better with >200msec latency.

* Need to fix pathfinding through dense groups of buildings.

* Need to fix receiving orders relating to now-nonexistent entities.

* Need decay of corpses and projectiles.

* Need in-game chat. (Also it should be logged, so we can refer back after testing (even if the game crashes).)

* Data-file verification would be good, to report mismatches helpfully rather than throwing an immediate OOS.

* Trees should probably have more wood, else they get used up very quickly.

* Female citizens should sound less manly when they die.

* Selected units should be highlighted on the minimap.

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* Need to profile and understand JS memory usage, since in long games it can run out and then it becomes very unhappy.
Looks like it currently uses about 200KB plus around 2KB per unit at the start of a game, and it was configured with a 4MB heap size. Since we didn't have decay in that match, it's possible the corpses were just too much for it. Should be better with decay, and I've changed it to 8MB and added a dumpHeaps() function (in the console) (only in debug-mode builds) which may help debug any future problems.
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