Question about WML optimization

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myav
Posts: 85
Joined: August 23rd, 2008, 12:53 pm

Question about WML optimization

Post by myav »

One of my scenarios is enough large (20.000+ lines of code) and with increasing size, increasing freezing when players begine their turns (5-10 seconds).

Why the game freezes only when the player's turn begins and only for current player? (all other think that he is afk)

It is illogical, because the percentage of events (side x turn or side x turn x) in 30 times smaller than the other events, but the game freezes only when player takes control in the new turn.

Somebody knows the answer to this question?

And second question: how to remove similar freezing? Anyone can help me with the optimization? Scenario is very interesting, left only to remove the freeze. But I do not know how (
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gfgtdf
Developer
Posts: 1432
Joined: February 10th, 2013, 2:25 pm

Re: Question about WML optimization

Post by gfgtdf »

well you can find out weather the reason for the slowness are the events, by using some [set_variable] time=stamp.. to check how much time these events use.

there might also be some actions that are executed on every player turn, you could check weather that causes the slowness by making the player side 2.

generaly there are some things that are always slow in wml and if you want to do these, you should consider lua.
Scenario with Robots SP scenario (1.11/1.12), allows you to build your units with components, PYR No preperation turn 1.12 mp-mod that allows you to select your units immideately after the game begins.
myav
Posts: 85
Joined: August 23rd, 2008, 12:53 pm

Re: Question about WML optimization

Post by myav »

I know that events, variables, defines and e.t.c. slow down the game. But I can't remove them, because they are needed.

And I try to find a solution how to remove the freeze (changing the structure of the code, without deleting events).

if anyone have not just a theory (what can be slow), and know how to optimize this (ways how to remove slows) can you help me with my scenario?
gfgtdf
Developer
Posts: 1432
Joined: February 10th, 2013, 2:25 pm

Re: Question about WML optimization

Post by gfgtdf »

hm i never used wml excessive (i like lua more), so i have no idea how the size of wml effects the time of the turn initilization.
i just took a look at the scenario, but its quite hard because you use a lot of nested events.
(most of you events are first_time_only = yes, so it is hard to know wich events are active on wich time)

could you post a savegame, so we can check how it actualy looks during a game?
Scenario with Robots SP scenario (1.11/1.12), allows you to build your units with components, PYR No preperation turn 1.12 mp-mod that allows you to select your units immideately after the game begins.
myav
Posts: 85
Joined: August 23rd, 2008, 12:53 pm

Re: Question about WML optimization

Post by myav »

gfgtdf it's funny, but if to load savegame turn initilization becomes fast. But it always very slow if you start the game with other players or alone, without loading savegame.

I can to host the game in the official server and you will see all freezes.

P.S.: game created, and I wait you.
gfgtdf
Developer
Posts: 1432
Joined: February 10th, 2013, 2:25 pm

Re: Question about WML optimization

Post by gfgtdf »

uhm i have never played online muliplayer ^^.
i just clicked "muliplayer" (the first time) but there are only two games shown.

but since the games becomes faster after you load the game, i assume the reason is, that the "first time only=yes" events aren't deleted, they are just disabled, to the still can make the game slower if there are enough of them (but that might also be neglectable thats just a theroy by me). the are only deleted if you relaod the game.

it is hard to check wether that is really the reason, but the fact that reloading speeds up the game suggest somthing like that.
Scenario with Robots SP scenario (1.11/1.12), allows you to build your units with components, PYR No preperation turn 1.12 mp-mod that allows you to select your units immideately after the game begins.
myav
Posts: 85
Joined: August 23rd, 2008, 12:53 pm

Re: Question about WML optimization

Post by myav »

gfgtdf wrote: it is hard to check wether that is really the reason.
But not impossible :). Can you or other coder help me with this?

I improve this scenario more than 3 years.. Too many work and I want to finish this. All that's left to do - to remove freeze. But I not know how (
gfgtdf
Developer
Posts: 1432
Joined: February 10th, 2013, 2:25 pm

Re: Question about WML optimization

Post by gfgtdf »

well idk weather that works in multiplayer, but in singelplayer you could start wesnoth with: "--log-debug=event_handler" parameter, and then check the stderr file if there are tons of "processing event ... with id= ...". if there are veryvery much of them within a very short time than that might cause that problem.


the stderr shows only the time when that occurs so ofc you shoud wait until the slwoness apperas, than remember the time and then check the strderr file to see what happened at that time.
Scenario with Robots SP scenario (1.11/1.12), allows you to build your units with components, PYR No preperation turn 1.12 mp-mod that allows you to select your units immideately after the game begins.
myav
Posts: 85
Joined: August 23rd, 2008, 12:53 pm

Re: Question about WML optimization

Post by myav »

gfgtdf wrote:you could start wesnoth with: "--log-debug=event_handler" parameter
I not understand how to start wesnoth with this.
gfgtdf
Developer
Posts: 1432
Joined: February 10th, 2013, 2:25 pm

Re: Question about WML optimization

Post by gfgtdf »

command line aruments, if you are using windwos you righclick the shortcut to wensoth and edit the target in, if you are using another os idk. change
" --config-dir Wesnoth1.11"
into
"--log-debug=event_handler --config-dir Wesnoth1.11"
(10 if you are using version 10)
Scenario with Robots SP scenario (1.11/1.12), allows you to build your units with components, PYR No preperation turn 1.12 mp-mod that allows you to select your units immideately after the game begins.
myav
Posts: 85
Joined: August 23rd, 2008, 12:53 pm

Re: Question about WML optimization

Post by myav »

now results

I do not write "player 1 turn 1 initialization" because there was a heap of events in the start

I'm writing only: "player 1 turn 2 initialization"

freeze was 10 seconds 02:41:00-02:41:10

Code: Select all

20130614 02:41:00 debug event_handler: stopping buffering...
20130614 02:41:00 debug event_handler: committing new event handlers, number of pump_instances: 1
20130614 02:41:00 debug event_handler: committing buffered event handlers, buffering: 0
20130614 02:41:00 debug event_handler: active handlers are now name=prestart, with id=; name=preload, with id=; name=prestart, with id=; name=start, with id=; name=side 3 turn 1, with id=; name=side 4 turn 1, with id=; name=side 5 turn 1, with id=; name=side 6 turn 1, with id=; name=side 3 turn 2, with id=; name=side 4 turn 2, with id=; name=side 5 turn 2, with id=; name=side 6 turn 2, with id=; name=side 3 turn 3, with id=; name=side 4 turn 3, with id=; name=side 5 turn 3, with id=; name=side 6 turn 3, with id=; name=attack_end, with id=; name=attack_end, with id=; name=attack_end, with id=; name=attack_end, with id=; name=turn 7, with id=; name=last breath, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=last breath, with id=; name=last breath, with id=; name=last breath, with id=; name=last breath, with id=; name=last breath, with id=; name=last breath, with id=; name=turn 4, with id=; name=turn 5, with id=; name=side 3 turn 8, with id=; name=side 4 turn 8, with id=; name=side 5 turn 8, with id=; name=side 6 turn 8, with id=; name=side 3 turn 6, with id=; name=side 4 turn 6, with id=; name=side 5 turn 6, with id=; name=side 6 turn 6, with id=; name=turn 10, with id=; name=turn 11, with id=; name=side 3 turn 13, with id=; name=side 4 turn 13, with id=; name=side 5 turn 13, with id=; name=side 6 turn 13, with id=; name=turn 16, with id=; name=turn 17, with id=; name=turn 18, with id=; name=turn 24, with id=; name=turn 25, with id=; name=turn 26, with id=; name=turn 31, with id=; name=turn 28, with id=; name=turn 32, with id=; name=turn 33, with id=; name=turn 38, with id=; name=turn 39, with id=; name=turn 40, with id=; name=turn 42, with id=; name=turn 44, with id=; name=turn 50, with id=; name=capture, with id=; name=capture, with id=; name=capture, with id=; name=capture, with id=; name=capture, with id=; name=capture, with id=; name=capture, with id=; name=capture, with id=; name=capture, with id=; name=capture, with id=; name=capture, with id=; name=capture, with id=; name=capture, with id=; name=capture, with id=; name=moveto, with id=; name=moveto, with id=; name=moveto, with id=; name=moveto, with id=; name=moveto, with id=; name=moveto, with id=; name=moveto, with id=; name=moveto, with id=; name=capture, with id=; name=side 3 turn, with id=; name=side 3 turn 22, with id=; name=side 4 turn 22, with id=; name=side 5 turn 22, with id=; name=side 6 turn 22, with id=; name=capture, with id=; name=side 4 turn, with id=; name=capture, with id=; name=side 5 turn, with id=; name=capture, with id=; name=side 6 turn, with id=; name=turn 10, with id=; name=turn 15, with id=; name=turn 20, with id=; name=turn 25, with id=; name=turn 30, with id=; name=turn 35, with id=; name=turn 40, with id=; name=moveto, with id=; name=moveto, with id=; name=new turn, with id=; name=side 2 turn, with id=; name=moveto, with id=; name=moveto, with id=; name=BANDITS_ATTACK_4, with id=; name=BANDITS_ATTACK_3, with id=; name=BANDITS_ATTACK_2, with id=; name=BANDITS_ATTACK_1, with id=; name=anger_calculation, with id=; name=BANDITS_TRIBUTE_4_2, with id=; name=BANDITS_TRIBUTE_4_1, with id=; name=castle_1_recharge, with id=; name=BANDITS_TRIBUTE_3_2, with id=; name=BANDITS_TRIBUTE_3_1, with id=; name=BANDITS_TRIBUTE_2_2, with id=; name=BANDITS_TRIBUTE_2_1, with id=; name=BANDITS_TRIBUTE_1_2, with id=; name=BANDITS_TRIBUTE_1_1, with id=; name=CAVALRYMAN_ATTACK_1, with id=; name=CAVALRYMAN_ATTACK_2, with id=; name=CAVALRYMAN_ATTACK_3, with id=; name=CAVALRYMAN_ATTACK_4, with id=; name=ANGER_CHECK, with id=; name=HELP_RED_ALERT, with id=; name=moveto, with id=; name=moveto, with id=; name=moveto, with id=; name=moveto, with id=; name=moveto, with id=; name=moveto, with id=; name=moveto, with id=; name=moveto, with id=; name=NATIVES_ATTACK_1, with id=; name=NATIVES_ATTACK_2, with id=; name=NATIVES_ATTACK_3, with id=; name=NATIVES_ATTACK_4, with id=; name=attack end, with id=; name=attack end, with id=; name=governor_cry, with id=; name=king_cry, with id=; name=join_natives_1, with id=; name=join_natives_2, with id=; name=join_natives_3, with id=; name=join_natives_4, with id=; name=recruit, with id=; name=recruit, with id=; name=recruit, with id=; name=recruit, with id=; name=green_help_red, with id=; name=purple_help_red, with id=; name=black_help_red, with id=; name=brown_help_red, with id=; name=worse_reputation, with id=; name=join_bandits_1, with id=; name=join_bandits_2, with id=; name=join_bandits_3, with id=; name=join_bandits_4, with id=; name=green_help_blue, with id=; name=purple_help_blue, with id=; name=black_help_blue, with id=; name=brown_help_blue, with id=; name=last breath, with id=; name=recruit, with id=; name=prestart, with id=; name=time over, with id=; name=turn 9, with id=; name=turn 12, with id=; 
20130614 02:41:00 debug event_handler: insert buffered handlers are now 
20130614 02:41:00 debug event_handler: remove buffered handlers are now 
20130614 02:41:00 debug event_handler: raising event: turn refresh
20130614 02:41:00 debug event_handler: processing queued events: name=turn refresh; 
20130614 02:41:00 debug event_handler: starting buffering...
20130614 02:41:00 debug event_handler: stopping buffering...
20130614 02:41:00 debug event_handler: committing new event handlers, number of pump_instances: 1
20130614 02:41:00 debug event_handler: committing buffered event handlers, buffering: 0
20130614 02:41:00 debug event_handler: active handlers are now name=prestart, with id=; name=preload, with id=; name=prestart, with id=; name=start, with id=; name=side 3 turn 1, with id=; name=side 4 turn 1, with id=; name=side 5 turn 1, with id=; name=side 6 turn 1, with id=; name=side 3 turn 2, with id=; name=side 4 turn 2, with id=; name=side 5 turn 2, with id=; name=side 6 turn 2, with id=; name=side 3 turn 3, with id=; name=side 4 turn 3, with id=; name=side 5 turn 3, with id=; name=side 6 turn 3, with id=; name=attack_end, with id=; name=attack_end, with id=; name=attack_end, with id=; name=attack_end, with id=; name=turn 7, with id=; name=last breath, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=last breath, with id=; name=last breath, with id=; name=last breath, with id=; name=last breath, with id=; name=last breath, with id=; name=last breath, with id=; name=turn 4, with id=; name=turn 5, with id=; name=side 3 turn 8, with id=; name=side 4 turn 8, with id=; name=side 5 turn 8, with id=; name=side 6 turn 8, with id=; name=side 3 turn 6, with id=; name=side 4 turn 6, with id=; name=side 5 turn 6, with id=; name=side 6 turn 6, with id=; name=turn 10, with id=; name=turn 11, with id=; name=side 3 turn 13, with id=; name=side 4 turn 13, with id=; name=side 5 turn 13, with id=; name=side 6 turn 13, with id=; name=turn 16, with id=; name=turn 17, with id=; name=turn 18, with id=; name=turn 24, with id=; name=turn 25, with id=; name=turn 26, with id=; name=turn 31, with id=; name=turn 28, with id=; name=turn 32, with id=; name=turn 33, with id=; name=turn 38, with id=; name=turn 39, with id=; name=turn 40, with id=; name=turn 42, with id=; name=turn 44, with id=; name=turn 50, with id=; name=capture, with id=; name=capture, with id=; name=capture, with id=; name=capture, with id=; name=capture, with id=; name=capture, with id=; name=capture, with id=; name=capture, with id=; name=capture, with id=; name=capture, with id=; name=capture, with id=; name=capture, with id=; name=capture, with id=; name=capture, with id=; name=moveto, with id=; name=moveto, with id=; name=moveto, with id=; name=moveto, with id=; name=moveto, with id=; name=moveto, with id=; name=moveto, with id=; name=moveto, with id=; name=capture, with id=; name=side 3 turn, with id=; name=side 3 turn 22, with id=; name=side 4 turn 22, with id=; name=side 5 turn 22, with id=; name=side 6 turn 22, with id=; name=capture, with id=; name=side 4 turn, with id=; name=capture, with id=; name=side 5 turn, with id=; name=capture, with id=; name=side 6 turn, with id=; name=turn 10, with id=; name=turn 15, with id=; name=turn 20, with id=; name=turn 25, with id=; name=turn 30, with id=; name=turn 35, with id=; name=turn 40, with id=; name=moveto, with id=; name=moveto, with id=; name=new turn, with id=; name=side 2 turn, with id=; name=moveto, with id=; name=moveto, with id=; name=BANDITS_ATTACK_4, with id=; name=BANDITS_ATTACK_3, with id=; name=BANDITS_ATTACK_2, with id=; name=BANDITS_ATTACK_1, with id=; name=anger_calculation, with id=; name=BANDITS_TRIBUTE_4_2, with id=; name=BANDITS_TRIBUTE_4_1, with id=; name=castle_1_recharge, with id=; name=BANDITS_TRIBUTE_3_2, with id=; name=BANDITS_TRIBUTE_3_1, with id=; name=BANDITS_TRIBUTE_2_2, with id=; name=BANDITS_TRIBUTE_2_1, with id=; name=BANDITS_TRIBUTE_1_2, with id=; name=BANDITS_TRIBUTE_1_1, with id=; name=CAVALRYMAN_ATTACK_1, with id=; name=CAVALRYMAN_ATTACK_2, with id=; name=CAVALRYMAN_ATTACK_3, with id=; name=CAVALRYMAN_ATTACK_4, with id=; name=ANGER_CHECK, with id=; name=HELP_RED_ALERT, with id=; name=moveto, with id=; name=moveto, with id=; name=moveto, with id=; name=moveto, with id=; name=moveto, with id=; name=moveto, with id=; name=moveto, with id=; name=moveto, with id=; name=NATIVES_ATTACK_1, with id=; name=NATIVES_ATTACK_2, with id=; name=NATIVES_ATTACK_3, with id=; name=NATIVES_ATTACK_4, with id=; name=attack end, with id=; name=attack end, with id=; name=governor_cry, with id=; name=king_cry, with id=; name=join_natives_1, with id=; name=join_natives_2, with id=; name=join_natives_3, with id=; name=join_natives_4, with id=; name=recruit, with id=; name=recruit, with id=; name=recruit, with id=; name=recruit, with id=; name=green_help_red, with id=; name=purple_help_red, with id=; name=black_help_red, with id=; name=brown_help_red, with id=; name=worse_reputation, with id=; name=join_bandits_1, with id=; name=join_bandits_2, with id=; name=join_bandits_3, with id=; name=join_bandits_4, with id=; name=green_help_blue, with id=; name=purple_help_blue, with id=; name=black_help_blue, with id=; name=brown_help_blue, with id=; name=last breath, with id=; name=recruit, with id=; name=prestart, with id=; name=time over, with id=; name=turn 9, with id=; name=turn 12, with id=; 
20130614 02:41:00 debug event_handler: insert buffered handlers are now 
20130614 02:41:00 debug event_handler: remove buffered handlers are now 
20130614 02:41:00 debug event_handler: raising event: side 3 turn refresh
20130614 02:41:00 debug event_handler: processing queued events: name=side 3 turn refresh; 
20130614 02:41:00 debug event_handler: starting buffering...
20130614 02:41:00 debug event_handler: stopping buffering...
20130614 02:41:00 debug event_handler: committing new event handlers, number of pump_instances: 1
20130614 02:41:00 debug event_handler: committing buffered event handlers, buffering: 0
20130614 02:41:00 debug event_handler: active handlers are now name=prestart, with id=; name=preload, with id=; name=prestart, with id=; name=start, with id=; name=side 3 turn 1, with id=; name=side 4 turn 1, with id=; name=side 5 turn 1, with id=; name=side 6 turn 1, with id=; name=side 3 turn 2, with id=; name=side 4 turn 2, with id=; name=side 5 turn 2, with id=; name=side 6 turn 2, with id=; name=side 3 turn 3, with id=; name=side 4 turn 3, with id=; name=side 5 turn 3, with id=; name=side 6 turn 3, with id=; name=attack_end, with id=; name=attack_end, with id=; name=attack_end, with id=; name=attack_end, with id=; name=turn 7, with id=; name=last breath, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=last breath, with id=; name=last breath, with id=; name=last breath, with id=; name=last breath, with id=; name=last breath, with id=; name=last breath, with id=; name=turn 4, with id=; name=turn 5, with id=; name=side 3 turn 8, with id=; name=side 4 turn 8, with id=; name=side 5 turn 8, with id=; name=side 6 turn 8, with id=; name=side 3 turn 6, with id=; name=side 4 turn 6, with id=; name=side 5 turn 6, with id=; name=side 6 turn 6, with id=; name=turn 10, with id=; name=turn 11, with id=; name=side 3 turn 13, with id=; name=side 4 turn 13, with id=; name=side 5 turn 13, with id=; name=side 6 turn 13, with id=; name=turn 16, with id=; name=turn 17, with id=; name=turn 18, with id=; name=turn 24, with id=; name=turn 25, with id=; name=turn 26, with id=; name=turn 31, with id=; name=turn 28, with id=; name=turn 32, with id=; name=turn 33, with id=; name=turn 38, with id=; name=turn 39, with id=; name=turn 40, with id=; name=turn 42, with id=; name=turn 44, with id=; name=turn 50, with id=; name=capture, with id=; name=capture, with id=; name=capture, with id=; name=capture, with id=; name=capture, with id=; name=capture, with id=; name=capture, with id=; name=capture, with id=; name=capture, with id=; name=capture, with id=; name=capture, with id=; name=capture, with id=; name=capture, with id=; name=capture, with id=; name=moveto, with id=; name=moveto, with id=; name=moveto, with id=; name=moveto, with id=; name=moveto, with id=; name=moveto, with id=; name=moveto, with id=; name=moveto, with id=; name=capture, with id=; name=side 3 turn, with id=; name=side 3 turn 22, with id=; name=side 4 turn 22, with id=; name=side 5 turn 22, with id=; name=side 6 turn 22, with id=; name=capture, with id=; name=side 4 turn, with id=; name=capture, with id=; name=side 5 turn, with id=; name=capture, with id=; name=side 6 turn, with id=; name=turn 10, with id=; name=turn 15, with id=; name=turn 20, with id=; name=turn 25, with id=; name=turn 30, with id=; name=turn 35, with id=; name=turn 40, with id=; name=moveto, with id=; name=moveto, with id=; name=new turn, with id=; name=side 2 turn, with id=; name=moveto, with id=; name=moveto, with id=; name=BANDITS_ATTACK_4, with id=; name=BANDITS_ATTACK_3, with id=; name=BANDITS_ATTACK_2, with id=; name=BANDITS_ATTACK_1, with id=; name=anger_calculation, with id=; name=BANDITS_TRIBUTE_4_2, with id=; name=BANDITS_TRIBUTE_4_1, with id=; name=castle_1_recharge, with id=; name=BANDITS_TRIBUTE_3_2, with id=; name=BANDITS_TRIBUTE_3_1, with id=; name=BANDITS_TRIBUTE_2_2, with id=; name=BANDITS_TRIBUTE_2_1, with id=; name=BANDITS_TRIBUTE_1_2, with id=; name=BANDITS_TRIBUTE_1_1, with id=; name=CAVALRYMAN_ATTACK_1, with id=; name=CAVALRYMAN_ATTACK_2, with id=; name=CAVALRYMAN_ATTACK_3, with id=; name=CAVALRYMAN_ATTACK_4, with id=; name=ANGER_CHECK, with id=; name=HELP_RED_ALERT, with id=; name=moveto, with id=; name=moveto, with id=; name=moveto, with id=; name=moveto, with id=; name=moveto, with id=; name=moveto, with id=; name=moveto, with id=; name=moveto, with id=; name=NATIVES_ATTACK_1, with id=; name=NATIVES_ATTACK_2, with id=; name=NATIVES_ATTACK_3, with id=; name=NATIVES_ATTACK_4, with id=; name=attack end, with id=; name=attack end, with id=; name=governor_cry, with id=; name=king_cry, with id=; name=join_natives_1, with id=; name=join_natives_2, with id=; name=join_natives_3, with id=; name=join_natives_4, with id=; name=recruit, with id=; name=recruit, with id=; name=recruit, with id=; name=recruit, with id=; name=green_help_red, with id=; name=purple_help_red, with id=; name=black_help_red, with id=; name=brown_help_red, with id=; name=worse_reputation, with id=; name=join_bandits_1, with id=; name=join_bandits_2, with id=; name=join_bandits_3, with id=; name=join_bandits_4, with id=; name=green_help_blue, with id=; name=purple_help_blue, with id=; name=black_help_blue, with id=; name=brown_help_blue, with id=; name=last breath, with id=; name=recruit, with id=; name=prestart, with id=; name=time over, with id=; name=turn 9, with id=; name=turn 12, with id=; 
20130614 02:41:00 debug event_handler: insert buffered handlers are now 
20130614 02:41:00 debug event_handler: remove buffered handlers are now 
20130614 02:41:00 debug event_handler: raising event: turn 2 refresh
20130614 02:41:00 debug event_handler: processing queued events: name=turn 2 refresh; 
20130614 02:41:00 debug event_handler: starting buffering...
20130614 02:41:00 debug event_handler: stopping buffering...
20130614 02:41:00 debug event_handler: committing new event handlers, number of pump_instances: 1
20130614 02:41:00 debug event_handler: committing buffered event handlers, buffering: 0
20130614 02:41:00 debug event_handler: active handlers are now name=prestart, with id=; name=preload, with id=; name=prestart, with id=; name=start, with id=; name=side 3 turn 1, with id=; name=side 4 turn 1, with id=; name=side 5 turn 1, with id=; name=side 6 turn 1, with id=; name=side 3 turn 2, with id=; name=side 4 turn 2, with id=; name=side 5 turn 2, with id=; name=side 6 turn 2, with id=; name=side 3 turn 3, with id=; name=side 4 turn 3, with id=; name=side 5 turn 3, with id=; name=side 6 turn 3, with id=; name=attack_end, with id=; name=attack_end, with id=; name=attack_end, with id=; name=attack_end, with id=; name=turn 7, with id=; name=last breath, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=last breath, with id=; name=last breath, with id=; name=last breath, with id=; name=last breath, with id=; name=last breath, with id=; name=last breath, with id=; name=turn 4, with id=; name=turn 5, with id=; name=side 3 turn 8, with id=; name=side 4 turn 8, with id=; name=side 5 turn 8, with id=; name=side 6 turn 8, with id=; name=side 3 turn 6, with id=; name=side 4 turn 6, with id=; name=side 5 turn 6, with id=; name=side 6 turn 6, with id=; name=turn 10, with id=; name=turn 11, with id=; name=side 3 turn 13, with id=; name=side 4 turn 13, with id=; name=side 5 turn 13, with id=; name=side 6 turn 13, with id=; name=turn 16, with id=; name=turn 17, with id=; name=turn 18, with id=; name=turn 24, with id=; name=turn 25, with id=; name=turn 26, with id=; name=turn 31, with id=; name=turn 28, with id=; name=turn 32, with id=; name=turn 33, with id=; name=turn 38, with id=; name=turn 39, with id=; name=turn 40, with id=; name=turn 42, with id=; name=turn 44, with id=; name=turn 50, with id=; name=capture, with id=; name=capture, with id=; name=capture, with id=; name=capture, with id=; name=capture, with id=; name=capture, with id=; name=capture, with id=; name=capture, with id=; name=capture, with id=; name=capture, with id=; name=capture, with id=; name=capture, with id=; name=capture, with id=; name=capture, with id=; name=moveto, with id=; name=moveto, with id=; name=moveto, with id=; name=moveto, with id=; name=moveto, with id=; name=moveto, with id=; name=moveto, with id=; name=moveto, with id=; name=capture, with id=; name=side 3 turn, with id=; name=side 3 turn 22, with id=; name=side 4 turn 22, with id=; name=side 5 turn 22, with id=; name=side 6 turn 22, with id=; name=capture, with id=; name=side 4 turn, with id=; name=capture, with id=; name=side 5 turn, with id=; name=capture, with id=; name=side 6 turn, with id=; name=turn 10, with id=; name=turn 15, with id=; name=turn 20, with id=; name=turn 25, with id=; name=turn 30, with id=; name=turn 35, with id=; name=turn 40, with id=; name=moveto, with id=; name=moveto, with id=; name=new turn, with id=; name=side 2 turn, with id=; name=moveto, with id=; name=moveto, with id=; name=BANDITS_ATTACK_4, with id=; name=BANDITS_ATTACK_3, with id=; name=BANDITS_ATTACK_2, with id=; name=BANDITS_ATTACK_1, with id=; name=anger_calculation, with id=; name=BANDITS_TRIBUTE_4_2, with id=; name=BANDITS_TRIBUTE_4_1, with id=; name=castle_1_recharge, with id=; name=BANDITS_TRIBUTE_3_2, with id=; name=BANDITS_TRIBUTE_3_1, with id=; name=BANDITS_TRIBUTE_2_2, with id=; name=BANDITS_TRIBUTE_2_1, with id=; name=BANDITS_TRIBUTE_1_2, with id=; name=BANDITS_TRIBUTE_1_1, with id=; name=CAVALRYMAN_ATTACK_1, with id=; name=CAVALRYMAN_ATTACK_2, with id=; name=CAVALRYMAN_ATTACK_3, with id=; name=CAVALRYMAN_ATTACK_4, with id=; name=ANGER_CHECK, with id=; name=HELP_RED_ALERT, with id=; name=moveto, with id=; name=moveto, with id=; name=moveto, with id=; name=moveto, with id=; name=moveto, with id=; name=moveto, with id=; name=moveto, with id=; name=moveto, with id=; name=NATIVES_ATTACK_1, with id=; name=NATIVES_ATTACK_2, with id=; name=NATIVES_ATTACK_3, with id=; name=NATIVES_ATTACK_4, with id=; name=attack end, with id=; name=attack end, with id=; name=governor_cry, with id=; name=king_cry, with id=; name=join_natives_1, with id=; name=join_natives_2, with id=; name=join_natives_3, with id=; name=join_natives_4, with id=; name=recruit, with id=; name=recruit, with id=; name=recruit, with id=; name=recruit, with id=; name=green_help_red, with id=; name=purple_help_red, with id=; name=black_help_red, with id=; name=brown_help_red, with id=; name=worse_reputation, with id=; name=join_bandits_1, with id=; name=join_bandits_2, with id=; name=join_bandits_3, with id=; name=join_bandits_4, with id=; name=green_help_blue, with id=; name=purple_help_blue, with id=; name=black_help_blue, with id=; name=brown_help_blue, with id=; name=last breath, with id=; name=recruit, with id=; name=prestart, with id=; name=time over, with id=; name=turn 9, with id=; name=turn 12, with id=; 
20130614 02:41:00 debug event_handler: insert buffered handlers are now 
20130614 02:41:00 debug event_handler: remove buffered handlers are now 
20130614 02:41:00 debug event_handler: raising event: side 3 turn 2 refresh
20130614 02:41:00 debug event_handler: processing queued events: name=side 3 turn 2 refresh; 
20130614 02:41:00 debug event_handler: starting buffering...
20130614 02:41:00 debug event_handler: stopping buffering...
20130614 02:41:00 debug event_handler: committing new event handlers, number of pump_instances: 1
20130614 02:41:00 debug event_handler: committing buffered event handlers, buffering: 0
20130614 02:41:00 debug event_handler: active handlers are now name=prestart, with id=; name=preload, with id=; name=prestart, with id=; name=start, with id=; name=side 3 turn 1, with id=; name=side 4 turn 1, with id=; name=side 5 turn 1, with id=; name=side 6 turn 1, with id=; name=side 3 turn 2, with id=; name=side 4 turn 2, with id=; name=side 5 turn 2, with id=; name=side 6 turn 2, with id=; name=side 3 turn 3, with id=; name=side 4 turn 3, with id=; name=side 5 turn 3, with id=; name=side 6 turn 3, with id=; name=attack_end, with id=; name=attack_end, with id=; name=attack_end, with id=; name=attack_end, with id=; name=turn 7, with id=; name=last breath, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=last breath, with id=; name=last breath, with id=; name=last breath, with id=; name=last breath, with id=; name=last breath, with id=; name=last breath, with id=; name=turn 4, with id=; name=turn 5, with id=; name=side 3 turn 8, with id=; name=side 4 turn 8, with id=; name=side 5 turn 8, with id=; name=side 6 turn 8, with id=; name=side 3 turn 6, with id=; name=side 4 turn 6, with id=; name=side 5 turn 6, with id=; name=side 6 turn 6, with id=; name=turn 10, with id=; name=turn 11, with id=; name=side 3 turn 13, with id=; name=side 4 turn 13, with id=; name=side 5 turn 13, with id=; name=side 6 turn 13, with id=; name=turn 16, with id=; name=turn 17, with id=; name=turn 18, with id=; name=turn 24, with id=; name=turn 25, with id=; name=turn 26, with id=; name=turn 31, with id=; name=turn 28, with id=; name=turn 32, with id=; name=turn 33, with id=; name=turn 38, with id=; name=turn 39, with id=; name=turn 40, with id=; name=turn 42, with id=; name=turn 44, with id=; name=turn 50, with id=; name=capture, with id=; name=capture, with id=; name=capture, with id=; name=capture, with id=; name=capture, with id=; name=capture, with id=; name=capture, with id=; name=capture, with id=; name=capture, with id=; name=capture, with id=; name=capture, with id=; name=capture, with id=; name=capture, with id=; name=capture, with id=; name=moveto, with id=; name=moveto, with id=; name=moveto, with id=; name=moveto, with id=; name=moveto, with id=; name=moveto, with id=; name=moveto, with id=; name=moveto, with id=; name=capture, with id=; name=side 3 turn, with id=; name=side 3 turn 22, with id=; name=side 4 turn 22, with id=; name=side 5 turn 22, with id=; name=side 6 turn 22, with id=; name=capture, with id=; name=side 4 turn, with id=; name=capture, with id=; name=side 5 turn, with id=; name=capture, with id=; name=side 6 turn, with id=; name=turn 10, with id=; name=turn 15, with id=; name=turn 20, with id=; name=turn 25, with id=; name=turn 30, with id=; name=turn 35, with id=; name=turn 40, with id=; name=moveto, with id=; name=moveto, with id=; name=new turn, with id=; name=side 2 turn, with id=; name=moveto, with id=; name=moveto, with id=; name=BANDITS_ATTACK_4, with id=; name=BANDITS_ATTACK_3, with id=; name=BANDITS_ATTACK_2, with id=; name=BANDITS_ATTACK_1, with id=; name=anger_calculation, with id=; name=BANDITS_TRIBUTE_4_2, with id=; name=BANDITS_TRIBUTE_4_1, with id=; name=castle_1_recharge, with id=; name=BANDITS_TRIBUTE_3_2, with id=; name=BANDITS_TRIBUTE_3_1, with id=; name=BANDITS_TRIBUTE_2_2, with id=; name=BANDITS_TRIBUTE_2_1, with id=; name=BANDITS_TRIBUTE_1_2, with id=; name=BANDITS_TRIBUTE_1_1, with id=; name=CAVALRYMAN_ATTACK_1, with id=; name=CAVALRYMAN_ATTACK_2, with id=; name=CAVALRYMAN_ATTACK_3, with id=; name=CAVALRYMAN_ATTACK_4, with id=; name=ANGER_CHECK, with id=; name=HELP_RED_ALERT, with id=; name=moveto, with id=; name=moveto, with id=; name=moveto, with id=; name=moveto, with id=; name=moveto, with id=; name=moveto, with id=; name=moveto, with id=; name=moveto, with id=; name=NATIVES_ATTACK_1, with id=; name=NATIVES_ATTACK_2, with id=; name=NATIVES_ATTACK_3, with id=; name=NATIVES_ATTACK_4, with id=; name=attack end, with id=; name=attack end, with id=; name=governor_cry, with id=; name=king_cry, with id=; name=join_natives_1, with id=; name=join_natives_2, with id=; name=join_natives_3, with id=; name=join_natives_4, with id=; name=recruit, with id=; name=recruit, with id=; name=recruit, with id=; name=recruit, with id=; name=green_help_red, with id=; name=purple_help_red, with id=; name=black_help_red, with id=; name=brown_help_red, with id=; name=worse_reputation, with id=; name=join_bandits_1, with id=; name=join_bandits_2, with id=; name=join_bandits_3, with id=; name=join_bandits_4, with id=; name=green_help_blue, with id=; name=purple_help_blue, with id=; name=black_help_blue, with id=; name=brown_help_blue, with id=; name=last breath, with id=; name=recruit, with id=; name=prestart, with id=; name=time over, with id=; name=turn 9, with id=; name=turn 12, with id=; 
20130614 02:41:00 debug event_handler: insert buffered handlers are now 
20130614 02:41:00 debug event_handler: remove buffered handlers are now 
20130614 02:41:00 debug event_handler: processing queued events: 
20130614 02:41:00 debug event_handler: processing queued events:
20130614 02:41:42 debug event_handler: processing queued events: 
20130614 02:41:42 debug event_handler: raising event: side turn end
20130614 02:41:42 debug event_handler: processing queued events: name=side turn end;  
Where is problem and how to remove it?

P.S.: why I have active handlers
name=side 3 turn 1, with id=; name=side 4 turn 1, with id=; name=side 5 turn 1, with id=; name=side 6 turn 1, with id=;
at turn 3?

All they was "first time only" and should be removed.

if anyone tell me a command (if it exists), I can add it to the code thats to remove the used events.
gfgtdf
Developer
Posts: 1432
Joined: February 10th, 2013, 2:25 pm

Re: Question about WML optimization

Post by gfgtdf »

myav wrote:
Where is problem and how to remove it?
well, accrordung to your log it seems that the events are handeled in no time, so it seems like the problem is something else.
so idk what the real problem is.
since the log dont give any information what happened bewtewen 41:00 and 41:10 you could also try to gather more information by using
--log-debug=event_handler,whiteboard,display,engine

it might also be a multiplayer specific problem. In that case i have no idea anyway.
or a 1.10 specific problem. in that case i have no idea neigher.
myav wrote: P.S.: why I have active handlers
name=side 3 turn 1, with id=; name=side 4 turn 1, with id=; name=side 5 turn 1, with id=; name=side 6 turn 1, with id=;
at turn 3?

All they was "first time only" and should be removed.

if anyone tell me a command (if it exists), I can add it to the code thats to remove the used events.
thats what i tried to say in my second post. the aren't removed they are just disabled, but it seems like thats not the problem.
Scenario with Robots SP scenario (1.11/1.12), allows you to build your units with components, PYR No preperation turn 1.12 mp-mod that allows you to select your units immideately after the game begins.
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mnewton1
Posts: 777
Joined: November 12th, 2008, 4:31 am
Location: On my pretty teal horsey.
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Re: Question about WML optimization

Post by mnewton1 »

I have no idea if this will help or not but perhaps have a separate file read the #defines instead of having it all in the main scenario file. Again, no idea if it will help, but I would give it a try.
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myav
Posts: 85
Joined: August 23rd, 2008, 12:53 pm

Re: Question about WML optimization

Post by myav »

gfgtdf wrote: since the log dont give any information what happened bewtewen 41:00 and 41:10 you could also try to gather more information by using
--log-debug=event_handler,whiteboard,display,engine
I have tried this and the result:

Freeze was 21 seconds: 8:02 - 8:23 when I initialize new side turn.

Code: Select all

20130614 10:08:01 info display: done scrolling to speaker...
20130614 10:08:01 debug display: showing dialog...
20130614 10:08:02 debug display: invalidate_all()
20130614 10:08:02 debug display: draw() with invalidateAll
20130614 10:08:02 debug event_handler: stopping buffering...
20130614 10:08:02 debug event_handler: committing new event handlers, number of pump_instances: 1
20130614 10:08:02 debug event_handler: committing buffered event handlers, buffering: 0
20130614 10:08:02 debug event_handler: active handlers are now name=prestart, with id=; name=preload, with id=; name=prestart, with id=; name=start, with id=; name=side 3 turn 1, with id=; name=side 4 turn 1, with id=; name=side 5 turn 1, with id=; name=side 6 turn 1, with id=; name=side 3 turn 2, with id=; name=side 4 turn 2, with id=; name=side 5 turn 2, with id=; name=side 6 turn 2, with id=; name=side 3 turn 3, with id=; name=side 4 turn 3, with id=; name=side 5 turn 3, with id=; name=side 6 turn 3, with id=; name=attack_end, with id=; name=attack_end, with id=; name=attack_end, with id=; name=attack_end, with id=; name=turn 7, with id=; name=last breath, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=last breath, with id=; name=last breath, with id=; name=last breath, with id=; name=last breath, with id=; name=last breath, with id=; name=last breath, with id=; name=turn 4, with id=; name=turn 5, with id=; name=side 3 turn 8, with id=; name=side 4 turn 8, with id=; name=side 5 turn 8, with id=; name=side 6 turn 8, with id=; name=side 3 turn 6, with id=; name=side 4 turn 6, with id=; name=side 5 turn 6, with id=; name=side 6 turn 6, with id=; name=turn 11, with id=; name=side 3 turn 13, with id=; name=side 4 turn 13, with id=; name=side 5 turn 13, with id=; name=side 6 turn 13, with id=; name=turn 16, with id=; name=turn 17, with id=; name=turn 18, with id=; name=turn 24, with id=; name=turn 26, with id=; name=turn 31, with id=; name=turn 28, with id=; name=turn 32, with id=; name=turn 33, with id=; name=turn 38, with id=; name=turn 39, with id=; name=turn 42, with id=; name=turn 44, with id=; name=turn 50, with id=; name=capture, with id=; name=capture, with id=; name=capture, with id=; name=capture, with id=; name=capture, with id=; name=capture, with id=; name=capture, with id=; name=capture, with id=; name=capture, with id=; name=capture, with id=; name=capture, with id=; name=capture, with id=; name=capture, with id=; name=capture, with id=; name=moveto, with id=; name=moveto, with id=; name=moveto, with id=; name=moveto, with id=; name=moveto, with id=; name=moveto, with id=; name=moveto, with id=; name=moveto, with id=; name=capture, with id=; name=side 3 turn, with id=; name=side 3 turn 22, with id=; name=side 4 turn 22, with id=; name=side 5 turn 22, with id=; name=side 6 turn 22, with id=; name=capture, with id=; name=side 4 turn, with id=; name=capture, with id=; name=side 5 turn, with id=; name=capture, with id=; name=side 6 turn, with id=; name=turn 10, with id=; name=turn 15, with id=; name=turn 20, with id=; name=turn 25, with id=; name=turn 30, with id=; name=turn 35, with id=; name=turn 40, with id=; name=moveto, with id=; name=moveto, with id=; name=new turn, with id=; name=side 2 turn, with id=; name=moveto, with id=; name=moveto, with id=; name=BANDITS_ATTACK_4, with id=; name=BANDITS_ATTACK_3, with id=; name=BANDITS_ATTACK_2, with id=; name=BANDITS_ATTACK_1, with id=; name=anger_calculation, with id=; name=BANDITS_TRIBUTE_4_2, with id=; name=BANDITS_TRIBUTE_4_1, with id=; name=castle_1_recharge, with id=; name=BANDITS_TRIBUTE_3_2, with id=; name=BANDITS_TRIBUTE_3_1, with id=; name=BANDITS_TRIBUTE_2_2, with id=; name=BANDITS_TRIBUTE_2_1, with id=; name=BANDITS_TRIBUTE_1_2, with id=; name=BANDITS_TRIBUTE_1_1, with id=; name=CAVALRYMAN_ATTACK_1, with id=; name=CAVALRYMAN_ATTACK_2, with id=; name=CAVALRYMAN_ATTACK_3, with id=; name=CAVALRYMAN_ATTACK_4, with id=; name=ANGER_CHECK, with id=; name=HELP_RED_ALERT, with id=; name=moveto, with id=; name=moveto, with id=; name=moveto, with id=; name=moveto, with id=; name=moveto, with id=; name=moveto, with id=; name=moveto, with id=; name=moveto, with id=; name=NATIVES_ATTACK_1, with id=; name=NATIVES_ATTACK_2, with id=; name=NATIVES_ATTACK_3, with id=; name=NATIVES_ATTACK_4, with id=; name=attack end, with id=; name=attack end, with id=; name=governor_cry, with id=; name=king_cry, with id=; name=join_natives_1, with id=; name=join_natives_2, with id=; name=join_natives_3, with id=; name=join_natives_4, with id=; name=recruit, with id=; name=recruit, with id=; name=recruit, with id=; name=recruit, with id=; name=green_help_red, with id=; name=purple_help_red, with id=; name=black_help_red, with id=; name=brown_help_red, with id=; name=worse_reputation, with id=; name=join_bandits_1, with id=; name=join_bandits_2, with id=; name=join_bandits_3, with id=; name=join_bandits_4, with id=; name=green_help_blue, with id=; name=purple_help_blue, with id=; name=black_help_blue, with id=; name=brown_help_blue, with id=; name=last breath, with id=; name=recruit, with id=; name=prestart, with id=; name=time over, with id=; name=turn 9, with id=; name=turn 12, with id=; 
20130614 10:08:02 debug event_handler: insert buffered handlers are now 
20130614 10:08:02 debug event_handler: remove buffered handlers are now 
20130614 10:08:02 debug display: invalidate_all()
20130614 10:08:02 debug display: draw() with invalidateAll
20130614 10:08:02 debug display: creating minimap 144,112
20130614 10:08:02 debug display: done generating minimap
20130614 10:08:02 debug engine: beginning of healing calculations
20130614 10:08:02 debug engine: found healable unit at (5,3)
20130614 10:08:02 debug engine: found healable unit at (20,12)
20130614 10:08:02 debug engine: found healable unit at (21,3)
20130614 10:08:02 debug engine: found healable unit at (19,7)
20130614 10:08:02 debug engine: found healable unit at (16,12)
20130614 10:08:02 debug engine: found healable unit at (6,8)
20130614 10:08:02 debug engine: found healable unit at (9,3)
20130614 10:08:02 debug engine: found healable unit at (14,4)
20130614 10:08:02 debug engine: found healable unit at (23,9)
20130614 10:08:02 debug engine: found healable unit at (2,6)
20130614 10:08:02 debug engine: found healable unit at (11,11)
20130614 10:08:02 debug engine: found healable unit at (21,7)
20130614 10:08:02 debug engine: found healable unit at (19,9)
20130614 10:08:02 debug engine: found healable unit at (15,9)
20130614 10:08:02 debug engine: found healable unit at (16,1)
20130614 10:08:02 debug engine: found healable unit at (15,14)
20130614 10:08:02 debug engine: found healable unit at (23,5)
20130614 10:08:02 debug engine: found healable unit at (6,6)
20130614 10:08:02 debug engine: found healable unit at (4,8)
20130614 10:08:02 debug engine: found healable unit at (10,6)
20130614 10:08:02 debug engine: found healable unit at (9,14)
20130614 10:08:02 debug engine: found healable unit at (10,1)
20130614 10:08:02 debug engine: found healable unit at (12,9)
20130614 10:08:02 debug engine: found healable unit at (17,11)
20130614 10:08:02 debug engine: found healable unit at (18,5)
20130614 10:08:02 debug engine: found healable unit at (8,4)
20130614 10:08:02 debug engine: found healable unit at (13,6)
20130614 10:08:02 debug engine: found healable unit at (4,12)
20130614 10:08:02 debug engine: found healable unit at (7,10)
20130614 10:08:02 debug engine: found healable unit at (2,10)
20130614 10:08:02 debug engine: found healable unit at (2,13)
20130614 10:08:02 debug engine: end of healing calculations
20130614 10:08:02 debug event_handler: raising event: turn refresh
20130614 10:08:02 debug event_handler: processing queued events: name=turn refresh; 
20130614 10:08:02 debug whiteboard: Manager received gamestate change notification.
20130614 10:08:02 debug event_handler: starting buffering...
20130614 10:08:02 debug event_handler: stopping buffering...
20130614 10:08:02 debug event_handler: committing new event handlers, number of pump_instances: 1
20130614 10:08:02 debug event_handler: committing buffered event handlers, buffering: 0
20130614 10:08:02 debug event_handler: active handlers are now name=prestart, with id=; name=preload, with id=; name=prestart, with id=; name=start, with id=; name=side 3 turn 1, with id=; name=side 4 turn 1, with id=; name=side 5 turn 1, with id=; name=side 6 turn 1, with id=; name=side 3 turn 2, with id=; name=side 4 turn 2, with id=; name=side 5 turn 2, with id=; name=side 6 turn 2, with id=; name=side 3 turn 3, with id=; name=side 4 turn 3, with id=; name=side 5 turn 3, with id=; name=side 6 turn 3, with id=; name=attack_end, with id=; name=attack_end, with id=; name=attack_end, with id=; name=attack_end, with id=; name=turn 7, with id=; name=last breath, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=last breath, with id=; name=last breath, with id=; name=last breath, with id=; name=last breath, with id=; name=last breath, with id=; name=last breath, with id=; name=turn 4, with id=; name=turn 5, with id=; name=side 3 turn 8, with id=; name=side 4 turn 8, with id=; name=side 5 turn 8, with id=; name=side 6 turn 8, with id=; name=side 3 turn 6, with id=; name=side 4 turn 6, with id=; name=side 5 turn 6, with id=; name=side 6 turn 6, with id=; name=turn 11, with id=; name=side 3 turn 13, with id=; name=side 4 turn 13, with id=; name=side 5 turn 13, with id=; name=side 6 turn 13, with id=; name=turn 16, with id=; name=turn 17, with id=; name=turn 18, with id=; name=turn 24, with id=; name=turn 26, with id=; name=turn 31, with id=; name=turn 28, with id=; name=turn 32, with id=; name=turn 33, with id=; name=turn 38, with id=; name=turn 39, with id=; name=turn 42, with id=; name=turn 44, with id=; name=turn 50, with id=; name=capture, with id=; name=capture, with id=; name=capture, with id=; name=capture, with id=; name=capture, with id=; name=capture, with id=; name=capture, with id=; name=capture, with id=; name=capture, with id=; name=capture, with id=; name=capture, with id=; name=capture, with id=; name=capture, with id=; name=capture, with id=; name=moveto, with id=; name=moveto, with id=; name=moveto, with id=; name=moveto, with id=; name=moveto, with id=; name=moveto, with id=; name=moveto, with id=; name=moveto, with id=; name=capture, with id=; name=side 3 turn, with id=; name=side 3 turn 22, with id=; name=side 4 turn 22, with id=; name=side 5 turn 22, with id=; name=side 6 turn 22, with id=; name=capture, with id=; name=side 4 turn, with id=; name=capture, with id=; name=side 5 turn, with id=; name=capture, with id=; name=side 6 turn, with id=; name=turn 10, with id=; name=turn 15, with id=; name=turn 20, with id=; name=turn 25, with id=; name=turn 30, with id=; name=turn 35, with id=; name=turn 40, with id=; name=moveto, with id=; name=moveto, with id=; name=new turn, with id=; name=side 2 turn, with id=; name=moveto, with id=; name=moveto, with id=; name=BANDITS_ATTACK_4, with id=; name=BANDITS_ATTACK_3, with id=; name=BANDITS_ATTACK_2, with id=; name=BANDITS_ATTACK_1, with id=; name=anger_calculation, with id=; name=BANDITS_TRIBUTE_4_2, with id=; name=BANDITS_TRIBUTE_4_1, with id=; name=castle_1_recharge, with id=; name=BANDITS_TRIBUTE_3_2, with id=; name=BANDITS_TRIBUTE_3_1, with id=; name=BANDITS_TRIBUTE_2_2, with id=; name=BANDITS_TRIBUTE_2_1, with id=; name=BANDITS_TRIBUTE_1_2, with id=; name=BANDITS_TRIBUTE_1_1, with id=; name=CAVALRYMAN_ATTACK_1, with id=; name=CAVALRYMAN_ATTACK_2, with id=; name=CAVALRYMAN_ATTACK_3, with id=; name=CAVALRYMAN_ATTACK_4, with id=; name=ANGER_CHECK, with id=; name=HELP_RED_ALERT, with id=; name=moveto, with id=; name=moveto, with id=; name=moveto, with id=; name=moveto, with id=; name=moveto, with id=; name=moveto, with id=; name=moveto, with id=; name=moveto, with id=; name=NATIVES_ATTACK_1, with id=; name=NATIVES_ATTACK_2, with id=; name=NATIVES_ATTACK_3, with id=; name=NATIVES_ATTACK_4, with id=; name=attack end, with id=; name=attack end, with id=; name=governor_cry, with id=; name=king_cry, with id=; name=join_natives_1, with id=; name=join_natives_2, with id=; name=join_natives_3, with id=; name=join_natives_4, with id=; name=recruit, with id=; name=recruit, with id=; name=recruit, with id=; name=recruit, with id=; name=green_help_red, with id=; name=purple_help_red, with id=; name=black_help_red, with id=; name=brown_help_red, with id=; name=worse_reputation, with id=; name=join_bandits_1, with id=; name=join_bandits_2, with id=; name=join_bandits_3, with id=; name=join_bandits_4, with id=; name=green_help_blue, with id=; name=purple_help_blue, with id=; name=black_help_blue, with id=; name=brown_help_blue, with id=; name=last breath, with id=; name=recruit, with id=; name=prestart, with id=; name=time over, with id=; name=turn 9, with id=; name=turn 12, with id=; 
20130614 10:08:02 debug event_handler: insert buffered handlers are now 
20130614 10:08:02 debug event_handler: remove buffered handlers are now 
20130614 10:08:02 debug event_handler: raising event: side 3 turn refresh
20130614 10:08:02 debug event_handler: processing queued events: name=side 3 turn refresh; 
20130614 10:08:02 debug whiteboard: Manager received gamestate change notification.
20130614 10:08:02 debug event_handler: starting buffering...
20130614 10:08:02 debug event_handler: stopping buffering...
20130614 10:08:02 debug event_handler: committing new event handlers, number of pump_instances: 1
20130614 10:08:02 debug event_handler: committing buffered event handlers, buffering: 0
20130614 10:08:02 debug event_handler: active handlers are now name=prestart, with id=; name=preload, with id=; name=prestart, with id=; name=start, with id=; name=side 3 turn 1, with id=; name=side 4 turn 1, with id=; name=side 5 turn 1, with id=; name=side 6 turn 1, with id=; name=side 3 turn 2, with id=; name=side 4 turn 2, with id=; name=side 5 turn 2, with id=; name=side 6 turn 2, with id=; name=side 3 turn 3, with id=; name=side 4 turn 3, with id=; name=side 5 turn 3, with id=; name=side 6 turn 3, with id=; name=attack_end, with id=; name=attack_end, with id=; name=attack_end, with id=; name=attack_end, with id=; name=turn 7, with id=; name=last breath, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=last breath, with id=; name=last breath, with id=; name=last breath, with id=; name=last breath, with id=; name=last breath, with id=; name=last breath, with id=; name=turn 4, with id=; name=turn 5, with id=; name=side 3 turn 8, with id=; name=side 4 turn 8, with id=; name=side 5 turn 8, with id=; name=side 6 turn 8, with id=; name=side 3 turn 6, with id=; name=side 4 turn 6, with id=; name=side 5 turn 6, with id=; name=side 6 turn 6, with id=; name=turn 11, with id=; name=side 3 turn 13, with id=; name=side 4 turn 13, with id=; name=side 5 turn 13, with id=; name=side 6 turn 13, with id=; name=turn 16, with id=; name=turn 17, with id=; name=turn 18, with id=; name=turn 24, with id=; name=turn 26, with id=; name=turn 31, with id=; name=turn 28, with id=; name=turn 32, with id=; name=turn 33, with id=; name=turn 38, with id=; name=turn 39, with id=; name=turn 42, with id=; name=turn 44, with id=; name=turn 50, with id=; name=capture, with id=; name=capture, with id=; name=capture, with id=; name=capture, with id=; name=capture, with id=; name=capture, with id=; name=capture, with id=; name=capture, with id=; name=capture, with id=; name=capture, with id=; name=capture, with id=; name=capture, with id=; name=capture, with id=; name=capture, with id=; name=moveto, with id=; name=moveto, with id=; name=moveto, with id=; name=moveto, with id=; name=moveto, with id=; name=moveto, with id=; name=moveto, with id=; name=moveto, with id=; name=capture, with id=; name=side 3 turn, with id=; name=side 3 turn 22, with id=; name=side 4 turn 22, with id=; name=side 5 turn 22, with id=; name=side 6 turn 22, with id=; name=capture, with id=; name=side 4 turn, with id=; name=capture, with id=; name=side 5 turn, with id=; name=capture, with id=; name=side 6 turn, with id=; name=turn 10, with id=; name=turn 15, with id=; name=turn 20, with id=; name=turn 25, with id=; name=turn 30, with id=; name=turn 35, with id=; name=turn 40, with id=; name=moveto, with id=; name=moveto, with id=; name=new turn, with id=; name=side 2 turn, with id=; name=moveto, with id=; name=moveto, with id=; name=BANDITS_ATTACK_4, with id=; name=BANDITS_ATTACK_3, with id=; name=BANDITS_ATTACK_2, with id=; name=BANDITS_ATTACK_1, with id=; name=anger_calculation, with id=; name=BANDITS_TRIBUTE_4_2, with id=; name=BANDITS_TRIBUTE_4_1, with id=; name=castle_1_recharge, with id=; name=BANDITS_TRIBUTE_3_2, with id=; name=BANDITS_TRIBUTE_3_1, with id=; name=BANDITS_TRIBUTE_2_2, with id=; name=BANDITS_TRIBUTE_2_1, with id=; name=BANDITS_TRIBUTE_1_2, with id=; name=BANDITS_TRIBUTE_1_1, with id=; name=CAVALRYMAN_ATTACK_1, with id=; name=CAVALRYMAN_ATTACK_2, with id=; name=CAVALRYMAN_ATTACK_3, with id=; name=CAVALRYMAN_ATTACK_4, with id=; name=ANGER_CHECK, with id=; name=HELP_RED_ALERT, with id=; name=moveto, with id=; name=moveto, with id=; name=moveto, with id=; name=moveto, with id=; name=moveto, with id=; name=moveto, with id=; name=moveto, with id=; name=moveto, with id=; name=NATIVES_ATTACK_1, with id=; name=NATIVES_ATTACK_2, with id=; name=NATIVES_ATTACK_3, with id=; name=NATIVES_ATTACK_4, with id=; name=attack end, with id=; name=attack end, with id=; name=governor_cry, with id=; name=king_cry, with id=; name=join_natives_1, with id=; name=join_natives_2, with id=; name=join_natives_3, with id=; name=join_natives_4, with id=; name=recruit, with id=; name=recruit, with id=; name=recruit, with id=; name=recruit, with id=; name=green_help_red, with id=; name=purple_help_red, with id=; name=black_help_red, with id=; name=brown_help_red, with id=; name=worse_reputation, with id=; name=join_bandits_1, with id=; name=join_bandits_2, with id=; name=join_bandits_3, with id=; name=join_bandits_4, with id=; name=green_help_blue, with id=; name=purple_help_blue, with id=; name=black_help_blue, with id=; name=brown_help_blue, with id=; name=last breath, with id=; name=recruit, with id=; name=prestart, with id=; name=time over, with id=; name=turn 9, with id=; name=turn 12, with id=; 
20130614 10:08:02 debug event_handler: insert buffered handlers are now 
20130614 10:08:02 debug event_handler: remove buffered handlers are now 
20130614 10:08:02 debug event_handler: raising event: turn 3 refresh
20130614 10:08:02 debug event_handler: processing queued events: name=turn 3 refresh; 
20130614 10:08:02 debug whiteboard: Manager received gamestate change notification.
20130614 10:08:02 debug event_handler: starting buffering...
20130614 10:08:02 debug event_handler: stopping buffering...
20130614 10:08:02 debug event_handler: committing new event handlers, number of pump_instances: 1
20130614 10:08:02 debug event_handler: committing buffered event handlers, buffering: 0
20130614 10:08:02 debug event_handler: active handlers are now name=prestart, with id=; name=preload, with id=; name=prestart, with id=; name=start, with id=; name=side 3 turn 1, with id=; name=side 4 turn 1, with id=; name=side 5 turn 1, with id=; name=side 6 turn 1, with id=; name=side 3 turn 2, with id=; name=side 4 turn 2, with id=; name=side 5 turn 2, with id=; name=side 6 turn 2, with id=; name=side 3 turn 3, with id=; name=side 4 turn 3, with id=; name=side 5 turn 3, with id=; name=side 6 turn 3, with id=; name=attack_end, with id=; name=attack_end, with id=; name=attack_end, with id=; name=attack_end, with id=; name=turn 7, with id=; name=last breath, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=last breath, with id=; name=last breath, with id=; name=last breath, with id=; name=last breath, with id=; name=last breath, with id=; name=last breath, with id=; name=turn 4, with id=; name=turn 5, with id=; name=side 3 turn 8, with id=; name=side 4 turn 8, with id=; name=side 5 turn 8, with id=; name=side 6 turn 8, with id=; name=side 3 turn 6, with id=; name=side 4 turn 6, with id=; name=side 5 turn 6, with id=; name=side 6 turn 6, with id=; name=turn 11, with id=; name=side 3 turn 13, with id=; name=side 4 turn 13, with id=; name=side 5 turn 13, with id=; name=side 6 turn 13, with id=; name=turn 16, with id=; name=turn 17, with id=; name=turn 18, with id=; name=turn 24, with id=; name=turn 26, with id=; name=turn 31, with id=; name=turn 28, with id=; name=turn 32, with id=; name=turn 33, with id=; name=turn 38, with id=; name=turn 39, with id=; name=turn 42, with id=; name=turn 44, with id=; name=turn 50, with id=; name=capture, with id=; name=capture, with id=; name=capture, with id=; name=capture, with id=; name=capture, with id=; name=capture, with id=; name=capture, with id=; name=capture, with id=; name=capture, with id=; name=capture, with id=; name=capture, with id=; name=capture, with id=; name=capture, with id=; name=capture, with id=; name=moveto, with id=; name=moveto, with id=; name=moveto, with id=; name=moveto, with id=; name=moveto, with id=; name=moveto, with id=; name=moveto, with id=; name=moveto, with id=; name=capture, with id=; name=side 3 turn, with id=; name=side 3 turn 22, with id=; name=side 4 turn 22, with id=; name=side 5 turn 22, with id=; name=side 6 turn 22, with id=; name=capture, with id=; name=side 4 turn, with id=; name=capture, with id=; name=side 5 turn, with id=; name=capture, with id=; name=side 6 turn, with id=; name=turn 10, with id=; name=turn 15, with id=; name=turn 20, with id=; name=turn 25, with id=; name=turn 30, with id=; name=turn 35, with id=; name=turn 40, with id=; name=moveto, with id=; name=moveto, with id=; name=new turn, with id=; name=side 2 turn, with id=; name=moveto, with id=; name=moveto, with id=; name=BANDITS_ATTACK_4, with id=; name=BANDITS_ATTACK_3, with id=; name=BANDITS_ATTACK_2, with id=; name=BANDITS_ATTACK_1, with id=; name=anger_calculation, with id=; name=BANDITS_TRIBUTE_4_2, with id=; name=BANDITS_TRIBUTE_4_1, with id=; name=castle_1_recharge, with id=; name=BANDITS_TRIBUTE_3_2, with id=; name=BANDITS_TRIBUTE_3_1, with id=; name=BANDITS_TRIBUTE_2_2, with id=; name=BANDITS_TRIBUTE_2_1, with id=; name=BANDITS_TRIBUTE_1_2, with id=; name=BANDITS_TRIBUTE_1_1, with id=; name=CAVALRYMAN_ATTACK_1, with id=; name=CAVALRYMAN_ATTACK_2, with id=; name=CAVALRYMAN_ATTACK_3, with id=; name=CAVALRYMAN_ATTACK_4, with id=; name=ANGER_CHECK, with id=; name=HELP_RED_ALERT, with id=; name=moveto, with id=; name=moveto, with id=; name=moveto, with id=; name=moveto, with id=; name=moveto, with id=; name=moveto, with id=; name=moveto, with id=; name=moveto, with id=; name=NATIVES_ATTACK_1, with id=; name=NATIVES_ATTACK_2, with id=; name=NATIVES_ATTACK_3, with id=; name=NATIVES_ATTACK_4, with id=; name=attack end, with id=; name=attack end, with id=; name=governor_cry, with id=; name=king_cry, with id=; name=join_natives_1, with id=; name=join_natives_2, with id=; name=join_natives_3, with id=; name=join_natives_4, with id=; name=recruit, with id=; name=recruit, with id=; name=recruit, with id=; name=recruit, with id=; name=green_help_red, with id=; name=purple_help_red, with id=; name=black_help_red, with id=; name=brown_help_red, with id=; name=worse_reputation, with id=; name=join_bandits_1, with id=; name=join_bandits_2, with id=; name=join_bandits_3, with id=; name=join_bandits_4, with id=; name=green_help_blue, with id=; name=purple_help_blue, with id=; name=black_help_blue, with id=; name=brown_help_blue, with id=; name=last breath, with id=; name=recruit, with id=; name=prestart, with id=; name=time over, with id=; name=turn 9, with id=; name=turn 12, with id=; 
20130614 10:08:02 debug event_handler: insert buffered handlers are now 
20130614 10:08:02 debug event_handler: remove buffered handlers are now 
20130614 10:08:02 debug event_handler: raising event: side 3 turn 3 refresh
20130614 10:08:02 debug event_handler: processing queued events: name=side 3 turn 3 refresh; 
20130614 10:08:02 debug whiteboard: Manager received gamestate change notification.
20130614 10:08:02 debug event_handler: starting buffering...
20130614 10:08:02 debug event_handler: stopping buffering...
20130614 10:08:02 debug event_handler: committing new event handlers, number of pump_instances: 1
20130614 10:08:02 debug event_handler: committing buffered event handlers, buffering: 0
20130614 10:08:02 debug event_handler: active handlers are now name=prestart, with id=; name=preload, with id=; name=prestart, with id=; name=start, with id=; name=side 3 turn 1, with id=; name=side 4 turn 1, with id=; name=side 5 turn 1, with id=; name=side 6 turn 1, with id=; name=side 3 turn 2, with id=; name=side 4 turn 2, with id=; name=side 5 turn 2, with id=; name=side 6 turn 2, with id=; name=side 3 turn 3, with id=; name=side 4 turn 3, with id=; name=side 5 turn 3, with id=; name=side 6 turn 3, with id=; name=attack_end, with id=; name=attack_end, with id=; name=attack_end, with id=; name=attack_end, with id=; name=turn 7, with id=; name=last breath, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=die, with id=; name=last breath, with id=; name=last breath, with id=; name=last breath, with id=; name=last breath, with id=; name=last breath, with id=; name=last breath, with id=; name=turn 4, with id=; name=turn 5, with id=; name=side 3 turn 8, with id=; name=side 4 turn 8, with id=; name=side 5 turn 8, with id=; name=side 6 turn 8, with id=; name=side 3 turn 6, with id=; name=side 4 turn 6, with id=; name=side 5 turn 6, with id=; name=side 6 turn 6, with id=; name=turn 11, with id=; name=side 3 turn 13, with id=; name=side 4 turn 13, with id=; name=side 5 turn 13, with id=; name=side 6 turn 13, with id=; name=turn 16, with id=; name=turn 17, with id=; name=turn 18, with id=; name=turn 24, with id=; name=turn 26, with id=; name=turn 31, with id=; name=turn 28, with id=; name=turn 32, with id=; name=turn 33, with id=; name=turn 38, with id=; name=turn 39, with id=; name=turn 42, with id=; name=turn 44, with id=; name=turn 50, with id=; name=capture, with id=; name=capture, with id=; name=capture, with id=; name=capture, with id=; name=capture, with id=; name=capture, with id=; name=capture, with id=; name=capture, with id=; name=capture, with id=; name=capture, with id=; name=capture, with id=; name=capture, with id=; name=capture, with id=; name=capture, with id=; name=moveto, with id=; name=moveto, with id=; name=moveto, with id=; name=moveto, with id=; name=moveto, with id=; name=moveto, with id=; name=moveto, with id=; name=moveto, with id=; name=capture, with id=; name=side 3 turn, with id=; name=side 3 turn 22, with id=; name=side 4 turn 22, with id=; name=side 5 turn 22, with id=; name=side 6 turn 22, with id=; name=capture, with id=; name=side 4 turn, with id=; name=capture, with id=; name=side 5 turn, with id=; name=capture, with id=; name=side 6 turn, with id=; name=turn 10, with id=; name=turn 15, with id=; name=turn 20, with id=; name=turn 25, with id=; name=turn 30, with id=; name=turn 35, with id=; name=turn 40, with id=; name=moveto, with id=; name=moveto, with id=; name=new turn, with id=; name=side 2 turn, with id=; name=moveto, with id=; name=moveto, with id=; name=BANDITS_ATTACK_4, with id=; name=BANDITS_ATTACK_3, with id=; name=BANDITS_ATTACK_2, with id=; name=BANDITS_ATTACK_1, with id=; name=anger_calculation, with id=; name=BANDITS_TRIBUTE_4_2, with id=; name=BANDITS_TRIBUTE_4_1, with id=; name=castle_1_recharge, with id=; name=BANDITS_TRIBUTE_3_2, with id=; name=BANDITS_TRIBUTE_3_1, with id=; name=BANDITS_TRIBUTE_2_2, with id=; name=BANDITS_TRIBUTE_2_1, with id=; name=BANDITS_TRIBUTE_1_2, with id=; name=BANDITS_TRIBUTE_1_1, with id=; name=CAVALRYMAN_ATTACK_1, with id=; name=CAVALRYMAN_ATTACK_2, with id=; name=CAVALRYMAN_ATTACK_3, with id=; name=CAVALRYMAN_ATTACK_4, with id=; name=ANGER_CHECK, with id=; name=HELP_RED_ALERT, with id=; name=moveto, with id=; name=moveto, with id=; name=moveto, with id=; name=moveto, with id=; name=moveto, with id=; name=moveto, with id=; name=moveto, with id=; name=moveto, with id=; name=NATIVES_ATTACK_1, with id=; name=NATIVES_ATTACK_2, with id=; name=NATIVES_ATTACK_3, with id=; name=NATIVES_ATTACK_4, with id=; name=attack end, with id=; name=attack end, with id=; name=governor_cry, with id=; name=king_cry, with id=; name=join_natives_1, with id=; name=join_natives_2, with id=; name=join_natives_3, with id=; name=join_natives_4, with id=; name=recruit, with id=; name=recruit, with id=; name=recruit, with id=; name=recruit, with id=; name=green_help_red, with id=; name=purple_help_red, with id=; name=black_help_red, with id=; name=brown_help_red, with id=; name=worse_reputation, with id=; name=join_bandits_1, with id=; name=join_bandits_2, with id=; name=join_bandits_3, with id=; name=join_bandits_4, with id=; name=green_help_blue, with id=; name=purple_help_blue, with id=; name=black_help_blue, with id=; name=brown_help_blue, with id=; name=last breath, with id=; name=recruit, with id=; name=prestart, with id=; name=time over, with id=; name=turn 9, with id=; name=turn 12, with id=; 
20130614 10:08:02 debug event_handler: insert buffered handlers are now 
20130614 10:08:02 debug event_handler: remove buffered handlers are now 
20130614 10:08:02 debug event_handler: processing queued events: 
20130614 10:08:02 debug event_handler: processing queued events: 
20130614 10:08:02 debug display: invalidate_all()
20130614 10:08:02 { BEGIN: Validating actions for side 3, pass 1
  20130614 10:08:02 debug whiteboard: Resetting gold spent for side 1 to 0.
  20130614 10:08:02 debug whiteboard: Resetting gold spent for side 2 to 0.
  20130614 10:08:02 debug whiteboard: Resetting gold spent for side 3 to 0.
  20130614 10:08:02 debug whiteboard: Resetting gold spent for side 4 to 0.
  20130614 10:08:02 debug whiteboard: Resetting gold spent for side 5 to 0.
  20130614 10:08:02 debug whiteboard: Resetting gold spent for side 6 to 0.
  20130614 10:08:02 debug whiteboard: Resetting gold spent for side 7 to 0.
  20130614 10:08:02 debug whiteboard: Resetting gold spent for side 8 to 0.
  20130614 10:08:02 debug whiteboard: Resetting gold spent for side 9 to 0.
20130614 10:08:02 debug engine: Extract unit 34 - Yason from location: (5,3)
20130614 10:08:02 debug engine: Extract unit 33 - Rasen from location: (20,12)
20130614 10:08:02 debug engine: Extract unit 32 - Yosef from location: (21,3)
20130614 10:08:02 debug engine: Extract unit 30 - 5 from location: (19,7)
20130614 10:08:02 debug engine: Extract unit 29 - 4 from location: (16,12)
20130614 10:08:02 debug engine: Extract unit 28 - 5 from location: (6,8)
20130614 10:08:02 debug engine: Extract unit 27 - 4 from location: (9,3)
20130614 10:08:02 debug engine: Extract unit 26 - 3 from location: (14,4)
20130614 10:08:02 debug engine: Extract unit 25 - 3 from location: (23,9)
20130614 10:08:02 debug engine: Extract unit 24 - 3 from location: (2,6)
20130614 10:08:02 debug engine: Extract unit 23 - 3 from location: (11,11)
20130614 10:08:02 debug engine: Extract unit 18 - 2 from location: (21,7)
20130614 10:08:02 debug engine: Extract unit 17 - 1 from location: (19,9)
20130614 10:08:02 debug engine: Extract unit 16 - 2 from location: (15,9)
20130614 10:08:02 debug engine: Extract unit 15 - 1 from location: (16,1)
20130614 10:08:02 debug engine: Extract unit 14 - 1 from location: (15,14)
20130614 10:08:02 debug engine: Extract unit 13 - 1 from location: (23,5)
20130614 10:08:02 debug engine: Extract unit 12 - 1 from location: (6,6)
20130614 10:08:02 debug engine: Extract unit 11 - 2 from location: (4,8)
20130614 10:08:02 debug engine: Extract unit 10 - 2 from location: (10,6)
20130614 10:08:02 debug engine: Extract unit 9 - 1 from location: (9,14)
20130614 10:08:02 debug engine: Extract unit 8 - 1 from location: (10,1)
20130614 10:08:02 debug engine: Extract unit 1 - Governor from location: (12,9)
20130614 10:08:02 debug engine: Extract unit 22 - 23 from location: (17,11)
20130614 10:08:02 debug engine: Extract unit 21 - 22 from location: (18,5)
20130614 10:08:02 debug engine: Extract unit 20 - 24 from location: (8,4)
20130614 10:08:02 debug engine: Extract unit 2 - King from location: (13,6)
20130614 10:08:02 debug engine: Adding unit 34 - Yason to location: (5,3)
20130614 10:08:02 debug engine: Adding unit 33 - Rasen to location: (20,12)
20130614 10:08:02 debug engine: Adding unit 32 - Yosef to location: (21,3)
20130614 10:08:02 debug engine: Adding unit 30 - 5 to location: (19,7)
20130614 10:08:02 debug engine: Adding unit 29 - 4 to location: (16,12)
20130614 10:08:02 debug engine: Adding unit 28 - 5 to location: (6,8)
20130614 10:08:02 debug engine: Adding unit 27 - 4 to location: (9,3)
20130614 10:08:02 debug engine: Adding unit 26 - 3 to location: (14,4)
20130614 10:08:02 debug engine: Adding unit 25 - 3 to location: (23,9)
20130614 10:08:02 debug engine: Adding unit 24 - 3 to location: (2,6)
20130614 10:08:02 debug engine: Adding unit 23 - 3 to location: (11,11)
20130614 10:08:02 debug engine: Adding unit 18 - 2 to location: (21,7)
20130614 10:08:02 debug engine: Adding unit 17 - 1 to location: (19,9)
20130614 10:08:02 debug engine: Adding unit 16 - 2 to location: (15,9)
20130614 10:08:02 debug engine: Adding unit 15 - 1 to location: (16,1)
20130614 10:08:02 debug engine: Adding unit 14 - 1 to location: (15,14)
20130614 10:08:02 debug engine: Adding unit 13 - 1 to location: (23,5)
20130614 10:08:02 debug engine: Adding unit 12 - 1 to location: (6,6)
20130614 10:08:02 debug engine: Adding unit 11 - 2 to location: (4,8)
20130614 10:08:02 debug engine: Adding unit 10 - 2 to location: (10,6)
20130614 10:08:02 debug engine: Adding unit 9 - 1 to location: (9,14)
20130614 10:08:02 debug engine: Adding unit 8 - 1 to location: (10,1)
20130614 10:08:02 debug engine: Adding unit 1 - Governor to location: (12,9)
20130614 10:08:02 debug engine: Adding unit 22 - 23 to location: (17,11)
20130614 10:08:02 debug engine: Adding unit 21 - 22 to location: (18,5)
20130614 10:08:02 debug engine: Adding unit 20 - 24 to location: (8,4)
20130614 10:08:02 debug engine: Adding unit 2 - King to location: (13,6)
20130614 10:08:02 } END: Validating actions for side 3, pass 1 (took 3ms)
20130614 10:08:02 info whiteboard: on_init_side()
20130614 10:08:02 info engine: is human...
20130614 10:08:02 info engine: playmp::before_human_turn...
20130614 10:08:20 info engine: Setting parent of '(survival, rpg) Green Island-Auto-Save3' to (survival, rpg) Green Island-Auto-Save2
20130614 10:08:20 info engine: savegame::save_game20130614 10:08:22 info engine: conv(U2A)-from:[(survival, rpg) Green Island]
20130614 10:08:22 info engine: conv(U2A)-to:[(survival, rpg) Green Island]
20130614 10:08:22 info engine: replace_underbar2space-from:[(survival, rpg) Green Island]
20130614 10:08:22 info engine: replace_underbar2space-to:[(survival,_rpg)_Green_Island]
20130614 10:08:23 info engine: conv(U2A)-from:[(survival, rpg) Green Island-Auto-Save3]
Again... I not see anything between 8:02 - 8:20.

Any new ideas what freezes turn initialization of the player?

P.S.: Some days ago I noticed that the freeze were much longer when I removed some of big events and rewrite their bodies as #define (without event tag). After this I rewrite them again (and return "event" tag). But freezes continues and I not know how to resolve this problem.
Max
Posts: 1449
Joined: April 13th, 2008, 12:41 am

Re: Question about WML optimization

Post by Max »

related topic: http://forums.wesnoth.org/viewtopic.php?f=21&t=38880

how big are your uncompressed save games? i would assume that the lag is caused by preprocessing your scenario (macros). if you load a save game it's already cached.
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