This issue is to just log the work that has been done and to cover the issue.
In most large games, in the late game units begin to stop short of their destination.
As the game progresses further, it can get to a point where units stop moving entirely.
Both problems have been identified as Pathfinding resource exhaustion. This is due to the game having a limited pool (30k) of PathfindCellInfo resources which are used during the A* pathfinding.
These resources get exhausted because map and user placed buildings and terrain objects make use of them.
The PathfindCells that the objects cover are marked as impassable or obstacles and the info is used to identify what object is on those cells.
This issue is to just log the work that has been done and to cover the issue.
In most large games, in the late game units begin to stop short of their destination.
As the game progresses further, it can get to a point where units stop moving entirely.
Both problems have been identified as Pathfinding resource exhaustion. This is due to the game having a limited pool (30k) of PathfindCellInfo resources which are used during the A* pathfinding.
These resources get exhausted because map and user placed buildings and terrain objects make use of them.
The PathfindCells that the objects cover are marked as impassable or obstacles and the info is used to identify what object is on those cells.