diff --git a/Mage.Common/src/main/java/mage/utils/MageVersion.java b/Mage.Common/src/main/java/mage/utils/MageVersion.java index d08b39a4220..1ae3a08ad06 100644 --- a/Mage.Common/src/main/java/mage/utils/MageVersion.java +++ b/Mage.Common/src/main/java/mage/utils/MageVersion.java @@ -18,7 +18,7 @@ public class MageVersion implements Serializable, Comparable { public static final int MAGE_VERSION_MAJOR = 1; public static final int MAGE_VERSION_MINOR = 4; public static final int MAGE_VERSION_RELEASE = 56; - public static final String MAGE_VERSION_RELEASE_INFO = "V2"; // V1, V1a, V1b for releases; V1-beta3, V1-beta4 for betas + public static final String MAGE_VERSION_RELEASE_INFO = "V2b"; // V1, V1a, V1b for releases; V1-beta3, V1-beta4 for betas // strict mode // Each update requires a strict version diff --git a/Mage.Server.Plugins/Mage.Player.AI/src/main/java/mage/player/ai/ComputerPlayer.java b/Mage.Server.Plugins/Mage.Player.AI/src/main/java/mage/player/ai/ComputerPlayer.java index a70fcb4402b..a938ef24827 100644 --- a/Mage.Server.Plugins/Mage.Player.AI/src/main/java/mage/player/ai/ComputerPlayer.java +++ b/Mage.Server.Plugins/Mage.Player.AI/src/main/java/mage/player/ai/ComputerPlayer.java @@ -70,7 +70,7 @@ public class ComputerPlayer extends PlayerImpl { protected int PASSIVITY_PENALTY = 5; // Penalty value for doing nothing if some actions are available // debug only: set TRUE to debug simulation's code/games (on false sim thread will be stopped after few secs by timeout) - protected boolean COMPUTER_DISABLE_TIMEOUT_IN_GAME_SIMULATIONS = DebugUtil.AI_ENABLE_DEBUG_MODE; + protected boolean COMPUTER_DISABLE_TIMEOUT_IN_GAME_SIMULATIONS = false; // DebugUtil.AI_ENABLE_DEBUG_MODE; // AI agents uses game simulation thread for all calcs and it's high CPU consumption // More AI threads - more parallel AI games can be calculate @@ -82,7 +82,9 @@ public class ComputerPlayer extends PlayerImpl { // * use your's CPU cores for best performance // TODO: add server config to control max AI threads (with CPU cores by default) // TODO: rework AI implementation to use multiple sims calculation instead one by one - final static int COMPUTER_MAX_THREADS_FOR_SIMULATIONS = DebugUtil.AI_ENABLE_DEBUG_MODE ? 1 : 5; + final static int COMPUTER_MAX_THREADS_FOR_SIMULATIONS = 5;//DebugUtil.AI_ENABLE_DEBUG_MODE ? 1 : 5; + + private final transient Map unplayable = new TreeMap<>(); private final transient List playableNonInstant = new ArrayList<>();