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[Performance] Reworked how client to NPC aggro checks are made
- Before when reverse aggro checks were done (client to NPC), checks would happen every 750 millseconds where a client would check an entire entity list with distance calcs and other checks for aggro, with many clients in a zone and many NPC's this would add a lot of unecessary overhead. A temporary adjustment on 3/25 was made and upped the check to 6 seconds. - Now, there is a new methodology to scanning. The client will build a cache list of NPC's within close range as defined in new rule: RULE_INT(Range, ClientNPCScan, 300) and will also get any NPC that has an aggro range beyond that defined range to use in the frequent checks for aggro, the result is far less overhead - Client scanning changes when moving versus not moving, the client will scan aggro every 500 milliseconds while moving, and 3000 millseconds aggro check when not moving, with a 6000ms re-fetch for close NPC's - A demo of these changes can be found here: https://youtu.be/aGroiwLSTVU
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@@ -284,7 +284,7 @@ bool Mob::CheckWillAggro(Mob *mob) {
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if(( t1 > iAggroRange)
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|| ( t2 > iAggroRange)
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|| ( t3 > iAggroRange)
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||(mob->IsInvisible(this))
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|| (mob->IsInvisible(this))
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|| (mob->IsClient() &&
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(!mob->CastToClient()->Connected()
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|| mob->CastToClient()->IsLD()
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