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NWScript Accelerator plugin release thread
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PNJ



Joined: 30 Jun 2007
Posts: 67

PostPosted: Sun Feb 19, 2012 12:55    Post subject: Reply with quote

We had time issue too, but in a different way, sometime the clock reset to the default NWN2 date & time, on the runtime. Once the DM restart the module, the date switch to the module starting date. And then the dms have to set the calendar manually, to restore the date of play.

It could be troublesome because i use the ingame date for nearly all scripts.

It happenned 3 or 4 times in the last months. I'm not sure its could be related to the accellerator.

Server is on windows XP 64
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Skywing



Joined: 03 Jan 2008
Posts: 321

PostPosted: Tue Feb 21, 2012 12:42    Post subject: Reply with quote

Posted Release 7. This release improves the performance of certain engine functions.

- Improved the performance of the following engine functions by natively implementing them directly in CLR code (controlled by the new OptimizeActionServiceHandlers=1 option):

* GetStringLength
* GetStringLeft
* GetStringRight
* IntToString
* GetSubString

By directly implementing these engine functions, the overhead of communicating with the game engine from script code is eliminated for these particular engine functions.

- Improved the performance of passing engine structure parameters to engine functions, like GetIsEffectValid or GetIsTalentValid. This yields a 10-20% gain in the number of calls to a function such as GetIsEffectValid that could be made per unit time. Some scripts, such as AI scripts, make heavy use of these functons and consequently see performance improvements when many creatures are running AI.
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Himmelweiss



Joined: 05 Mar 2010
Posts: 7

PostPosted: Tue Feb 21, 2012 16:19    Post subject: Reply with quote

imo a very good addition, because the string functions are in some cases heavily used as well :O
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PNJ



Joined: 30 Jun 2007
Posts: 67

PostPosted: Tue Feb 21, 2012 18:45    Post subject: Reply with quote

Skywing wrote:

- Improved the performance of passing engine structure parameters to engine functions, like GetIsEffectValid or GetIsTalentValid. This yields a 10-20% gain in the number of calls to a function such as GetIsEffectValid that could be made per unit time. Some scripts, such as AI scripts, make heavy use of these functons and consequently see performance improvements when many creatures are running AI.


This is very good. We got a huge draw back with Tony AI when fighting spell caster npc.
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luna



Joined: 20 Jan 2012
Posts: 28

PostPosted: Tue Feb 26, 2013 19:51    Post subject: Reply with quote

Hi Skywing.
I'm getting one error with the accelerator that I'm not sure how to fix?
Any idea how I would be able to fix this one?

Thanks



Code:
[2013-02-26 16:21:33] NWScriptBridge::OnExecuteActionFromJITFast: Exception 'StackPopInteger failed' executing action GetItemBaseMaterialType (1036).
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Skywing



Joined: 03 Jan 2008
Posts: 321

PostPosted: Sun Mar 03, 2013 0:03    Post subject: Reply with quote

Some of the engine functions don't setup the script stack properly if you pass them bad parameters (e.g. invalid object). Typically, the engine code has a bug where when it bails out due to invalid script parameters, it forgets to set up a return value for the script to consume even though the engine function always has to have a return value.

These will cause the script to abort, which will also happen (silently) without the plugin eventually - though not necessarily in the same place. Fixing the script to not pass in a bad parameter for the engine function in question is the right change to make here.
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