wesnoth-dev
[Top][All Lists]
Advanced

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]

Re: [Wesnoth-dev] C++ streams and VC++6


From: Guillaume Melquiond
Subject: Re: [Wesnoth-dev] C++ streams and VC++6
Date: Wed, 27 Apr 2005 07:55:43 +0200

On 4/27/05, David White wrote:
> In 0.9.0, we switched to using istreams to read files, instead of using
> the C API.
> 
> Unfortunately it seems the istreams implementation that ships with VC++6
> is very slow. It can take a very long time for an uncached game to load
> a campaign -- up to a minute on my 2Ghz machine, and some users seem to
> report it taking many minutes.

On my 600MHz machine and GCC 3.3, it takes six seconds to create the
cache for HttT (it would be even faster if I was not using a
zip-install Wesnoth). This it is the delay for the "loading scenario"
to appear after "no valid cache found" was displayed. Once the cache
is built, this step takes less than one second.

And then, it takes ages to display HttT map (the time necessary to
initialize the scenario): 12 seconds. This is huge, it also appeared
at the time of 0.9.0, and the main problem lies within: 
(--log-info=all)

        BEGIN: terrain_builder::parse_config
        END: terrain_builder::parse_config (took 10387ms)

and there is no stream at all in the related functions!

So before discussing the stream matter any further, I would like to be
sure that the many minutes the users experience with the VC6 build are
really during preprocessing / tokenizing / parsing.

Regards,

Guillaume




reply via email to

[Prev in Thread] Current Thread [Next in Thread]