Ship, plane and land unit repairs depend on and change the state of
the sector. To predict repairs, we need to predict the state of the
sector before repairs. The obvious way to do that is to simulate the
sector update and all ship, plane and land unit updates there in the
correct order.
Until recently, we simulated only own sectors, ships, planes and land
units. Wrong when foreign sectors, ships, planes or land units are
involved. The fix (commit
70f6964) makes budget simulate all
countries. Correct, but does much more work than necessary. With a
little effort, we can track what needs to be simulated.
Use the bp map for tracking. We need to mark the player's sectors and
all sectors where he has ships, planes or land units. Do the former
in bp_alloc(), and the latter in prep_ships(), prep_planes(),
prep_lands().
Skip sectors not so marked. This requires delaying prepare_sects()
until after prep_ships(), prep_planes(), prep_lands(). Their order
doesn't actually matter: prep_ships() & friends only spend money, and
nothing in preparation depends on whether the country is still
solvent.
Skip ships, planes and land units in sectors not so marked.
This speeds up budget by around a third in my testing, more for small
countries. Roughly 15% slower than before the fix for repairs abroad.
The update has to do a bit more work than before, but the performance
difference is lost in the noise.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
extern void delete_old_announcements(void);
/* bp.c */
extern struct bp *bp_alloc(void);
+extern int bp_skip_sect(struct bp *, struct sctstr *);
+extern int bp_skip_unit(struct bp *, struct empobj *);
+extern void bp_consider_unit(struct bp *, struct empobj *);
extern void bp_set_from_sect(struct bp *, struct sctstr *);
extern void bp_to_sect(struct bp *, struct sctstr *);
/* deliver.c */
extern double food_needed(short *, int);
extern int famine_victims(short *, int);
/* land.c */
-extern void prep_lands(int);
+extern void prep_lands(int, struct bp *);
extern void prod_land(int, struct bp *, int);
/* main.c */
/* in server.h */
extern int plague_people(struct natstr *, short *, int *, int *, int);
extern void plague_report(natid, int, int, int, int, char *, char *);
/* plane.c */
-extern void prep_planes(int);
+extern void prep_planes(int, struct bp *);
extern void prod_plane(int, struct bp *, int);
/* populace.c */
extern void populace(struct sctstr *, int);
extern int total_work(int, int, int, int, int, int);
/* prepare.c */
extern void prepare_sects(int, struct bp *);
+extern void prep_one_sect(struct sctstr *, int, struct bp *);
extern void pay_reserve(struct natstr *, int);
/* produce.c */
extern void produce(struct natstr *, struct sctstr *);
extern void decay_fallout(struct sctstr *, int);
extern void produce_sect(int, struct bp *);
/* ship.c */
-extern void prep_ships(int);
+extern void prep_ships(int, struct bp *);
extern void prod_ship(int, struct bp *, int);
#endif
.s1
.nf
1) Prepare
- a) prepare all sectors
+ a) prepare all ships
+ a) pay military on board
+ b) prepare all planes
+ a) pay crew
+ c) prepare all land units
+ a) pay military on board
+ d) prepare all sectors
a) fallout is checked, if FALLOUT is defined
b) guerrilla warfare is checked
c) if the sector doesn't have the plague, see if it
e) taxes are collected from civs & uws; mil are paid.
f) if the sector is a bank it makes $$ proportional to
its efficiency
- b) prepare all ships
- a) pay military on board
- c) prepare all planes
- a) pay crew
- d) prepare all land units
- a) pay military on board
e) pay for military reserves.
2) Produce
budget->start_money = budget->money = np->nat_money;
bp = bp_alloc();
+ prep_ships(etu, bp);
+ prep_planes(etu, bp);
+ prep_lands(etu, bp);
prepare_sects(etu, bp);
- prep_ships(etu);
- prep_planes(etu);
- prep_lands(etu);
- for (i = 0; i < MAXNOC; i++)
- pay_reserve(getnatp(i), etu);
+ pay_reserve(np, etu);
/* Maintain ships, planes and land units */
prod_ship(etu, bp, 0);
#include <config.h>
#include <stdlib.h>
+#include "empobj.h"
#include "optlist.h"
+#include "player.h"
+#include "prototypes.h"
#include "update.h"
+#include "xy.h"
/* Item types we want to track. */
enum bp_item_idx {
BP_MAX = BP_HCM
};
+enum bp_status {
+ BP_UNUSED, /* not tracked, values are invalid */
+ BP_WANTED, /* tracked, values are still invalid */
+ BP_USED /* tracked, values are valid */
+};
+
/*
* Stuff to track for a sector.
* A bp map is an array of these.
struct bp {
short bp_item[BP_MAX + 1];
short bp_avail;
- unsigned char bp_tracked;
+ unsigned char bp_status;
};
/* Map i_type to enum bp_item_idx. */
BP_LCM, BP_HCM, BP_NONE, BP_NONE
};
+/* Return true when @bp doesn't track @sp. */
+int
+bp_skip_sect(struct bp *bp, struct sctstr *sp)
+{
+ return bp && bp[sp->sct_uid].bp_status == BP_UNUSED;
+}
+
+/* Return true when @bp doesn't track @unit's sector. */
+int
+bp_skip_unit(struct bp *bp, struct empobj *unit)
+{
+ return bp && bp[XYOFFSET(unit->x, unit->y)].bp_status == BP_UNUSED;
+}
+
+/* If @unit belongs to the player, start tracking its sector in @bp. */
+void
+bp_consider_unit(struct bp *bp, struct empobj *unit)
+{
+ int id;
+
+ if (!bp || unit->own != player->cnum)
+ return;
+ id = XYOFFSET(unit->x, unit->y);
+ if (bp[id].bp_status == BP_UNUSED)
+ bp[id].bp_status = BP_WANTED;
+}
+
/* Set the values tracked in @bp for sector @sp to the values in @sp. */
void
bp_set_from_sect(struct bp *bp, struct sctstr *sp)
bp[sp->sct_uid].bp_item[idx] = sp->sct_item[i];
}
bp[sp->sct_uid].bp_avail = sp->sct_avail;
- bp[sp->sct_uid].bp_tracked = 1;
+ bp[sp->sct_uid].bp_status = BP_USED;
}
/*
- * Copy the values tracked in @bp for sector @sp back to @sp.
+ * Copy the values tracked in @bp for sector @sp back to it.
* Values must have been set with bp_set_from_sect().
*/
void
i_type i;
enum bp_item_idx idx;
- if (CANT_HAPPEN(!bp[sp->sct_uid].bp_tracked))
+ if (CANT_HAPPEN(bp[sp->sct_uid].bp_status != BP_USED))
return;
for (i = I_NONE + 1; i <= I_MAX; i++) {
/*
* Return a new bp map.
* Caller should pass it to free() when done with it.
+ * The map initially tracks the sectors belonging to the player.
*/
struct bp *
bp_alloc(void)
int i;
for (i = 0; i < n; i++)
- bp[i].bp_tracked = 0;
+ bp[i].bp_status = getsectid(i)->sct_own == player->cnum
+ ? BP_WANTED : BP_UNUSED;
+
return bp;
}
int, struct budget *);
static int feed_land(struct lndstr *, int);
-void prep_lands(int etus)
+void prep_lands(int etus, struct bp *bp)
{
int mil, i;
double mil_pay;
continue;
}
+ bp_consider_unit(bp, (struct empobj *)lp);
mil = lp->lnd_item[I_MILIT];
mil_pay = mil * etus * money_mil;
nat_budget[lp->lnd_own].mil.count += mil;
for (i = 0; (lp = getlandp(i)); i++) {
if (lp->lnd_own == 0)
continue;
+ if (bp_skip_unit(bp, (struct empobj *)lp))
+ continue;
upd_land(lp, etus, bp, build);
}
}
nat_budget[n].start_money = nat_budget[n].money = np->nat_money;
}
+ prep_ships(etu, NULL);
+ prep_planes(etu, NULL);
+ prep_lands(etu, NULL);
logerror("preparing sectors...");
prepare_sects(etu, NULL);
logerror("done preparing sectors.");
- prep_ships(etu);
- prep_planes(etu);
- prep_lands(etu);
for (i = 0; i < MAXNOC; i++)
pay_reserve(getnatp(i), etu);
static void planerepair(struct plnstr *, struct natstr *, struct bp *,
int, struct budget *);
-void prep_planes(int etus)
+void prep_planes(int etus, struct bp *bp)
{
int mil, i;
double mil_pay;
continue;
}
+ bp_consider_unit(bp, (struct empobj *)pp);
mil = plchr[pp->pln_type].pl_mat[I_MILIT];
/* flight pay is 5x the pay received by other military */
mil_pay = mil * etus * money_mil * 5;
for (i = 0; (pp = getplanep(i)); i++) {
if (pp->pln_own == 0)
continue;
+ if (bp_skip_unit(bp, (struct empobj *)pp))
+ continue;
upd_plane(pp, etus, bp, buildem);
}
}
}
for (n = 0; NULL != (sp = getsectid(n)); n++) {
+ if (bp_skip_sect(bp, sp))
+ continue;
bp_set_from_sect(bp, sp);
if (sp->sct_type == SCT_WATER || sp->sct_type == SCT_SANCT)
continue;
double cost;
for (n = 0; NULL != (sp = getsectid(n)); n++) {
+ if (bp_skip_sect(bp, sp))
+ continue;
if (sp->sct_type == SCT_WATER || sp->sct_type == SCT_SANCT)
continue;
static void ship_produce(struct shpstr *, int, struct budget *);
static int feed_ship(struct shpstr *, int);
-void prep_ships(int etus)
+void prep_ships(int etus, struct bp *bp)
{
int mil, i;
double mil_pay;
continue;
}
+ bp_consider_unit(bp, (struct empobj *)sp);
mil = sp->shp_item[I_MILIT];
mil_pay = mil * etus * money_mil;
nat_budget[sp->shp_own].mil.count += mil;
for (i = 0; (sp = getshipp(i)); i++) {
if (sp->shp_own == 0)
continue;
+ if (bp_skip_unit(bp, (struct empobj *)sp))
+ continue;
upd_ship(sp, etus, bp, build);
}
}