Changed tuple use to struct in maps.cpp (LoadV2) (should help in client drops where slow zone boot-ups are a factor)

This commit is contained in:
Uleat
2016-07-14 13:22:36 -04:00
parent 871fcd1fc8
commit 02cedce54e
2 changed files with 29 additions and 10 deletions
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EQEMu Changelog (Started on Sept 24, 2003 15:50)
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== 07/14/2016 ==
Uleat: Changed LoadV2Map usage of std::tuplet<float,float,float> to struct PointEntry (<float,float,float>)
- This appears to help with zone boot times when V2 maps are used on windows systems - unverified on linux systems as of this time
- Current visual studio implementation for tuples is to pass by value whereas structs are passed by reference. The overhead is noticeable when processing VLS data objects (~33 seconds versus ~9 seconds in 'moors' for the affected code with my system)
- This change, in addition to the recent sin/cos change by mackal, should improve zone boot times and help alleviate client dumps on zoning due to time-outs - in some cases
- Please report any issues observed by this or any other change
== 07/09/2016 ==
Uleat: Important fix for mob pathing
- This should fix failed pathing issues (and high cpu usage for zone.exe) for mobs in affect zones
- This should fix failed pathing issues (and high cpu usage for zone.exe) for mobs in affected zones
- Changed variable 'gridno' type from int16 to int32 to reflect actual return value of fetch (values do exceed 32767 aka int16.max)
- Precision loss from int32 to int16 conversion was causing grid id to be changed to quest controlled movement in cases where (gridno & 0x8000 == true)