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:
Akkadius
2017-07-09 02:51:01 -05:00
parent aae1d2f049
commit 127f51e758
6 changed files with 51 additions and 7 deletions
+4
View File
@@ -1379,6 +1379,8 @@ protected:
Timer flee_timer;
Timer fix_z_timer;
Timer fix_z_timer_engaged;
Timer attack_anim_timer;
Timer position_update_melee_push_timer;
bool pAIControlled;
bool roamer;
@@ -1387,6 +1389,8 @@ protected:
int wandertype;
int pausetype;
int8 last_hp;
int cur_wp;
glm::vec4 m_CurrentWayPoint;
int cur_wp_pause;