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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.
This commit is contained in:
Ykkrosh
2011-12-22 16:58:03 +00:00
parent c270f2a375
commit c989f52c46
2 changed files with 2 additions and 2 deletions
@@ -30,7 +30,7 @@
#include "renderer/TerrainOverlay.h"
#include "simulation2/helpers/PriorityQueue.h"
typedef PriorityQueueList<std::pair<u16, u16>, u32> PriorityQueue;
typedef PriorityQueueHeap<std::pair<u16, u16>, u32> PriorityQueue;
#define PATHFIND_STATS 0
@@ -325,7 +325,7 @@ CFixedVector2D CCmpPathfinder::GetNearestPointOnGoal(CFixedVector2D pos, const C
// cost of a virtual call inside ComputeShortPath)
}
typedef PriorityQueueList<u16, fixed> PriorityQueue;
typedef PriorityQueueHeap<u16, fixed> PriorityQueue;
struct TileEdge
{