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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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@@ -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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