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-rw-r--r-- | docs/linkgraph.txt | 30 |
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diff --git a/docs/linkgraph.txt b/docs/linkgraph.txt new file mode 100644 index 000000000..2515185a4 --- /dev/null +++ b/docs/linkgraph.txt @@ -0,0 +1,30 @@ +Some clarifications about the link graph +---------------------------------------- + +InitializeLinkGraphs joins all threads, so if the game is abandoned +with some threads still running, they're joined as soon as the next game +(possibly the title game) is started. See also InitializeGame. + +The MCF (multi-commodity flow) algorithm can be quite CPU-hungry as it's +NP-hard and takes exponential time (though with a very small constant +factor) in the number of nodes. +This is why it is run in a separate thread where possible. However after +some time the thread is joined and if it hasn't finished by then the game +will hang. This problem gets worse if we are running on a platform without +threads. However, as those are usually the ones with less CPU power I +assume the contention for the CPU would make the game hard to play even +with threads or even without cargodist (autosave ...). I might be wrong, +but I won't put any work into this before someone shows me some problem. + +You can configure the link graph recalculation time. A link graph +recalculation time of X days means that each link graph job has X days +to run before it is joined. The downside is that the flow stats won't be +updated before the job is finished and thus a high value means less +updates and longer times until changes in capacities are accounted for. +If you play a very large map with a complicated link graph you may want to +raise the time setting to avoid lags. The same holds for systems with slow +CPUs. + +Another option to avoid excessive lags is to reduce the accuracy of link +graph calculations. Generally the accuracy is inversely correlated to the +CPU requirements of the MCF algorithm. |