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22ae06c3a4
Originally, all trips in the entire scenario had their paths calculated at the beginning of a simulation. The sum time is faster than calculating them individually, because we could use multiple threads. But a while ago, this was disabled by default to improve the startup latency. Especially if a player isn't making it through an entire day anyway, calculating all of the paths upfront is a waste and slows down their initial experience. Now I'm hitting all sorts of bugs with live map edits, because the map change between initial planning and when a trip starts. Previously, the PathRequest was calculated up-front and resolved when a trip starts. But even this PathRequest can become stale. So now always calculate it when a trip actually starts, looking at the current map. To do this sanely, totally rip out support for --pathfinding_upfront. If we really want it later for performance, we could add it back in, and be very careful about detecting stale PathRequests and recomputing. But for now, there's no use case for this, so it'd needlessly complicate the code. |
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