mirror of
https://github.com/EQEmu/Server.git
synced 2026-05-19 13:28:25 +00:00
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
This commit is contained in:
+1
-1
@@ -8745,7 +8745,7 @@ void Client::SendHPUpdateMarquee(){
|
||||
return;
|
||||
|
||||
/* Health Update Marquee Display: Custom*/
|
||||
uint32 health_percentage = (uint32)(this->cur_hp * 100 / this->max_hp);
|
||||
int8 health_percentage = (int8)(this->cur_hp * 100 / this->max_hp);
|
||||
if (health_percentage == 100)
|
||||
return;
|
||||
|
||||
|
||||
Reference in New Issue
Block a user