Join GitHub today
GitHub is home to over 36 million developers working together to host and review code, manage projects, and build software together.
Sign upEliminate last get_vehicle call when vehicles are idle. #31903
Conversation
ZhilkinSerg
added
[C++]
Code: Performance
Vehicles
labels
Jun 27, 2019
ZhilkinSerg
merged commit 91022b0
into
CleverRaven:master
Jun 27, 2019
This comment has been minimized.
This comment has been minimized.
|
This pull request has been mentioned on Cataclysm: Dark Days Ahead. There might be relevant details there: https://discourse.cataclysmdda.org/t/vehicles-cant-accelerate/20574/3 |
davidpwbrown
referenced this pull request
Jun 27, 2019
Closed
Worlds with z-levels off have no vehicle movement at all #31919
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
kevingranade commentedJun 27, 2019
Summary
SUMMARY: None
Purpose of change
More profiling. There was one remaining call to get_vehicles() per turn in vehmove, even if no vehicles were even present.
Describe the solution
Replace the initial call to get_vehicles() in vehmove() with manually accessing the vehicle cache.
Subsequent retrievals of vehicles must still use get_Vehicles(), but the first one can use the cache.