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Figure out why matching algorithm takes so long and find a way to optimize it #15
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It is a strange one. We need to time the various segments of the checks. On 9 Sep 2013, at 14:41, "Allen Cook" [email protected] wrote:
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I'm wondering if I's to do with your HashMap checks. But that doesnt usually take that long.... The one thing is that the 'lag' doesn't seem to happen when testing via eclipse (i.e. locally)... which leads me to believe that there is a client >> server >> client network/lag issue. |
I think we need to have a isremote flag set so that the checks only happen On Mon, Sep 9, 2013 at 10:29 AM, Greg Jones [email protected]:
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that way even with the lag at least the client doesn't block On Mon, Sep 9, 2013 at 10:45 AM, Allen Cook [email protected] wrote:
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I've found the bottleneck! OnCraftMatrixChanged gets called about 30 times + when opening the GUI. I lol'd!!! Sent from my iPhone 4 On 9 Sep 2013, at 15:46, "Allen Cook" [email protected] wrote:
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wow why would we do that On Mon, Sep 9, 2013 at 12:42 PM, Greg Jones [email protected]:
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It's not on purpose. It's due to the sub calls from setSlot in InventorySubUpdate and onInventoryChanged method Sent from my iPhone 4 On 9 Sep 2013, at 17:56, "Allen Cook" [email protected] wrote:
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I was assuming redpower did that as well On Mon, Sep 9, 2013 at 1:00 PM, Greg Jones [email protected] wrote:
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Never lagged. I'm working it out Hit me when you're online. Sent from my iPhone 4 On 9 Sep 2013, at 18:19, "Allen Cook" [email protected] wrote:
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hmm had an idea, could we do matching algorithm on client only and tell the server only when the inventory changes, that way it doesnt' matter how many people are using workbenches all the work is done on each client |
Is it possible to have a matching spinner in the interface and have the container search without blocking (freezing) the client or server?
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