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Massive reductions in unnecessary network traffic especially during high spam combat fights
- HP Updates now only send to others when HP percentage changes (0-100%) - HP Updates were sending excessively even during idle zones when HP wasn't changing at all - Attack animations now only send once per second versus up to a hundred times a second per Mob/Client - 17,000 OP_ClientUpdate packets per second have been observed in combat scenarios, some of the major culprits have been throttled without affecting what the client should see - Before and After packet differences under similar load/tests (Packets per second) - 7,000 - 8,000 OP_Animation pps After: 600-800 pps - 13,0000 - 17,000 OP_MobHealth pps After: 1-10 pps - 15,0000 - 20,000 OP_ClientUpdate pps After: 500-1,000 pps - Packet reports from a 46 client test here: https://gist.github.com/Akkadius/28b7ad2fdd82bdd15ea737c68f404346 - Servers who use Marquee HP updates will also recieve far less packet spam as they will only be sent when HP changes
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@ -1,5 +1,20 @@
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EQEMu Changelog (Started on Sept 24, 2003 15:50)
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-------------------------------------------------------
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== 7/9/2017 ==
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Akkadius: Massive reductions in unnecessary network traffic especially during high spam combat fights
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- HP Updates now only send to others when HP percentage changes (0-100%)
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- HP Updates were sending excessively even during idle zones when HP wasn't changing at all
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- Attack animations now only send once per second versus up to a hundred times a second per Mob/Client
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- 17,000 OP_ClientUpdate packets per second have been observed in combat scenarios, some of the major culprits have been
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throttled without affecting what the client should see
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- Before and After packet differences under similar load/tests (Packets per second)
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- 7,000 - 8,000 OP_Animation pps After: 600-800 pps
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- 13,0000 - 17,000 OP_MobHealth pps After: 1-10 pps
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- 15,0000 - 20,000 OP_ClientUpdate pps After: 500-1,000 pps
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- Packet reports from a 46 client test here:
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https://gist.github.com/Akkadius/28b7ad2fdd82bdd15ea737c68f404346
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- Servers who use Marquee HP updates will also recieve far less packet spam as they will only be sent when HP changes
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== 7/1/2017 ==
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Akkadius: Resolve issues with NPC's hopping to the ceiling in small corridors
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Akkadius: Improved grounding issues with NPC's during combat
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@ -86,6 +86,7 @@ enum LogCategory {
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Login_Server,
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Client_Login,
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Headless_Client,
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HP_Update,
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MaxCategoryID /* Don't Remove this*/
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};
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@ -135,7 +136,9 @@ static const char* LogCategoryName[LogCategory::MaxCategoryID] = {
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"Packet :: Server -> Client (Dump)",
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"Packet :: Client -> Server (Dump)",
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"Login Server",
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"Client Login"
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"Client Login",
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"Headless Client",
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"HP Update"
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};
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}
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@ -137,7 +137,10 @@ EQEmu::skills::SkillType Mob::AttackAnimation(int Hand, const EQEmu::ItemInstanc
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if (Hand == EQEmu::inventory::slotSecondary) // DW anim
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type = animDualWield;
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DoAnim(type, 0, false);
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if (attack_anim_timer.Check()) {
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DoAnim(type, 0, false);
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}
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return skillinuse;
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}
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@ -3397,8 +3400,6 @@ void Mob::CommonDamage(Mob* attacker, int &damage, const uint16 spell_id, const
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SetHP(GetHP() - damage);
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if (IsClient() && RuleB(Character, MarqueeHPUpdates))
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this->CastToClient()->SendHPUpdateMarquee();
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if (HasDied()) {
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bool IsSaved = false;
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@ -3549,8 +3550,11 @@ void Mob::CommonDamage(Mob* attacker, int &damage, const uint16 spell_id, const
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if (zone->zonemap && zone->zonemap->CheckLoS(glm::vec3(m_Position), new_pos)) { // If we have LoS on the new loc it should be reachable.
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if (IsNPC()) {
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// Is this adequate?
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Teleport(new_pos);
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SendPosUpdate();
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if (position_update_melee_push_timer.Check()) {
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SendPosUpdate();
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}
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}
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}
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else {
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@ -8745,7 +8745,7 @@ void Client::SendHPUpdateMarquee(){
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return;
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/* Health Update Marquee Display: Custom*/
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uint32 health_percentage = (uint32)(this->cur_hp * 100 / this->max_hp);
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int8 health_percentage = (int8)(this->cur_hp * 100 / this->max_hp);
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if (health_percentage == 100)
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return;
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20
zone/mob.cpp
20
zone/mob.cpp
@ -114,7 +114,9 @@ Mob::Mob(const char* in_name,
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mitigation_ac(0),
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m_specialattacks(eSpecialAttacks::None),
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fix_z_timer(300),
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fix_z_timer_engaged(100)
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fix_z_timer_engaged(100),
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attack_anim_timer(1000),
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position_update_melee_push_timer(1000)
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{
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targeted = 0;
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tar_ndx=0;
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@ -123,6 +125,8 @@ Mob::Mob(const char* in_name,
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last_z = 0;
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last_hp = 100;
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AI_Init();
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SetMoving(false);
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moved=false;
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@ -1299,6 +1303,20 @@ void Mob::CreateHPPacket(EQApplicationPacket* app)
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// sends hp update of this mob to people who might care
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void Mob::SendHPUpdate(bool skip_self)
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{
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int8 current_hp = (max_hp == 0 ? 0 : static_cast<int>(cur_hp * 100 / max_hp));
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Log(Logs::General, Logs::HP_Update, "Mob::SendHPUpdate :: SendHPUpdate %s HP is %i last %i", this->GetCleanName(), current_hp, last_hp);
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if (current_hp == last_hp) {
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Log(Logs::General, Logs::HP_Update, "Mob::SendHPUpdate :: Same HP - skipping update");
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ResetHPUpdateTimer();
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return;
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}
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else {
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Log(Logs::General, Logs::HP_Update, "Mob::SendHPUpdate :: HP Changed - Send update");
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last_hp = current_hp;
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}
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EQApplicationPacket hp_app;
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Group *group = nullptr;
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@ -1379,6 +1379,8 @@ protected:
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Timer flee_timer;
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Timer fix_z_timer;
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Timer fix_z_timer_engaged;
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Timer attack_anim_timer;
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Timer position_update_melee_push_timer;
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bool pAIControlled;
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bool roamer;
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@ -1387,6 +1389,8 @@ protected:
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int wandertype;
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int pausetype;
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int8 last_hp;
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int cur_wp;
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glm::vec4 m_CurrentWayPoint;
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int cur_wp_pause;
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