Thunderbrd
C2C War Dog
I'll have to ask her about the bug options then. If she automates she often has to set the risk tolerance on those automations.
As long as the commerce caching issue is not fixed, you will get OOS pretty much whenever the commerce output of a city changes.Well... apparently we had differing bug settings in the automation portion.
However, aligning them didn't help much.
I have another 7 OOS reports to deliver later. They're happening about every 1-8 turns so when they do we often just play through another 20 so we can feel like we're getting somewhere.
I'm still working on trying to understand your OOS debugging tutorial. It helps some... enough to get an idea of the process conceptually. But I still have a lot to learn about how it all shows up identifiably in code and what one would change when one finds the problem.
Yeah, it is just too likely to get the commerce OOS.So, in otherwords, for now, the OOS reports I have are pretty much meaningless unless they somehow relate to another problem entirely right?
It could all have been the same issue (most of them definitely were). Hard to say though.Awesome! Did any of those reports point to any other possible problem?
I have changed that accordingly so if the guess that that caused the issue is correct then there should be less or different OOS now.
That is highly suspicious and probably means that there are synced functions that use the async version.For the past few days I've been working n performance issues in Talin's very large save. I had it down from 645 seconds for the end turn to 380, and then had to merge with ohercrecent changes. After the merge its back up over 600 seconds and the profile shows that the ai best unit routine for cities went from 650 milli seconds in the pre merge version, to 132 seconds afterwards. Since this is just the end turn, there should be no async activity at all, so I'm not yet sure why aiandy's change caused this, but it's obviously prime suspect. I'll try to find a fix that should be ok for OOS purposes that doesn't cripple the overall performance. Worst case I'll leave it optimized for single player, with the performance hit, but OOS safe for multiplayer.
Depends on the calling function. It might be a function that is always synced but calls the best unit AI function with the wrong parameters. In that case it would be an easy fix but it might also mean adding a bAsync parameter to some other functions.What would we do when we find the calling function then? I suppose we'd have to look at that specific function at that point and see if there's a way to allow the function to operate while creating a workaround where it goes async? Am I anywhere in the ballpark here?