Merge pull request #1173 from EQEmu/akkadius/npc-guard-scan-fix

[Bugfix] Very edge case Guard awareness latency
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Chris Miles 2021-01-04 11:38:23 -06:00 committed by GitHub
commit 0f5a7e1317
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2 changed files with 39 additions and 7 deletions

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@ -2693,6 +2693,36 @@ void EntityList::RemoveAuraFromMobs(Mob *aura)
}
/**
* The purpose of this system is so that we cache relevant entities that are "close"
*
* In general; it becomes incredibly expensive to run zone-wide checks against every single mob in the zone when in reality
* we only care about entities closest to us
*
* A very simple example of where this is relevant is Aggro, the below example is skewed because the overall implementation
* of Aggro was also tweaked in conjunction with close lists. We also scan more aggressively when entities are moving (1-6 seconds)
* versus 60 seconds when idle. We also have entities that are moving add themselves to those closest to them so that their close
* lists remain always up to date
*
* Before: Aggro checks for NPC to Client aggro | (40 clients in zone) x (525 npcs) x 2 (times a second) = 2,520,000 checks a minute
* After: Aggro checks for NPC to Client aggro | (40 clients in zone) x (20-30 npcs) x 2 (times a second) = 144,000 checks a minute (This is actually far less today)
*
* Places in the code where this logic makes a huge impact
*
* Aggro checks (zone wide -> close)
* Aura processing (zone wide -> close)
* AE Taunt (zone wide -> close)
* AOE Spells (zone wide -> close)
* Bard Pulse AOE (zone wide -> close)
* Mass Group Buff (zone wide -> close)
* AE Attack (zone wide -> close)
* Packet QueueCloseClients (zone wide -> close)
* Check Close Beneficial Spells (Buffs; should I heal other npcs) (zone wide -> close)
* AI Yell for Help (NPC Assist other NPCs) (zone wide -> close)
*
* All of the above makes a tremendous impact on the bottom line of cpu cycle performance because we run an order of magnitude
* less checks by focusing our hot path logic down to a very small subset of relevant entities instead of looping an entire
* entity list (zone wide)
*
* @param close_mobs
* @param scanning_mob
*/
@ -5216,6 +5246,8 @@ void EntityList::ReloadMerchants() {
* If we have a distance requested that is greater than our scanning distance
* then we return the full list
*
* See comments @EntityList::ScanCloseMobs for system explanation
*
* @param mob
* @param distance
* @return

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@ -715,7 +715,7 @@ bool NPC::Process()
}
return false;
}
if (IsStunned() && stunned_timer.Check()) {
Mob::UnStun();
this->spun_timer.Disable();
@ -724,7 +724,7 @@ bool NPC::Process()
SpellProcess();
if (mob_close_scan_timer.Check()) {
entity_list.ScanCloseMobs(close_mobs, this);
entity_list.ScanCloseMobs(close_mobs, this, IsMoving());
}
const uint16 npc_mob_close_scan_timer_moving = 6000;
@ -1752,7 +1752,7 @@ void NPC::PickPocket(Client* thief)
steal_item = false;
break;
}
auto item_inst = database.CreateItem(loot_selection[random].first, loot_selection[random].second);
if (item_inst == nullptr) {
steal_item = false;
@ -1778,7 +1778,7 @@ void NPC::PickPocket(Client* thief)
while (!steal_item && has_coin) {
uint32 coin_amount = zone->random.Int(1, (steal_skill / 25) + 1);
int coin_type = PickPocketPlatinum;
while (coin_type <= PickPocketCopper) {
if (money[coin_type]) {
@ -2514,10 +2514,10 @@ void NPC::LevelScale() {
max_hp += (random_level - level) * 100;
base_hp += (random_level - level) * 100;
}
current_hp = max_hp;
}
// Don't add max_dmg to dynamically scaled NPCs since this will be calculated later
if (max_dmg > 0 || skip_auto_scale)
{
@ -2817,7 +2817,7 @@ FACTION_VALUE NPC::CheckNPCFactionAlly(int32 other_faction) {
// I believe that the assumption is, barring no entry in npc_faction_entries
// that two npcs on like faction con ally to each other. This catches cases
// where an npc is on a faction but has no hits (hence no entry in
// where an npc is on a faction but has no hits (hence no entry in
// npc_faction_entries).
if (GetPrimaryFaction() == other_faction)