forked from mirrors/0ad
Use heap-based queue in pathfinder to improve worst-case performance (in exchange for terrible VS2008 debug-mode performance)
This was SVN commit r10790.
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@@ -30,7 +30,7 @@
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#include "renderer/TerrainOverlay.h"
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#include "simulation2/helpers/PriorityQueue.h"
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typedef PriorityQueueList<std::pair<u16, u16>, u32> PriorityQueue;
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typedef PriorityQueueHeap<std::pair<u16, u16>, u32> PriorityQueue;
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#define PATHFIND_STATS 0
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@@ -325,7 +325,7 @@ CFixedVector2D CCmpPathfinder::GetNearestPointOnGoal(CFixedVector2D pos, const C
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// cost of a virtual call inside ComputeShortPath)
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}
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typedef PriorityQueueList<u16, fixed> PriorityQueue;
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typedef PriorityQueueHeap<u16, fixed> PriorityQueue;
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struct TileEdge
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{
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