[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
This commit is contained in:
Akkadius
2017-03-28 01:30:42 -05:00
parent 940f3b03e8
commit 4b6ce1c19e
9 changed files with 191 additions and 105 deletions
+28
View File
@@ -4580,6 +4580,34 @@ void Client::Handle_OP_ClientUpdate(const EQApplicationPacket *app)
rewind_timer.Start(30000, true);
}
/* Handle client aggro scanning timers NPCs */
is_client_moving = (ppu->y_pos == m_Position.y && ppu->x_pos == m_Position.x) ? false : true;
if (is_client_moving) {
Log.Out(Logs::Detail, Logs::Normal, "ClientUpdate: Client is moving - scan timer is: %u", client_scan_npc_aggro_timer.GetDuration());
if (client_scan_npc_aggro_timer.GetDuration() > 1000) {
npc_close_scan_timer.Disable();
npc_close_scan_timer.Start(500);
client_scan_npc_aggro_timer.Disable();
client_scan_npc_aggro_timer.Start(500);
}
}
else {
Log.Out(Logs::Detail, Logs::Normal, "ClientUpdate: Client is NOT moving - scan timer is: %u", client_scan_npc_aggro_timer.GetDuration());
if (client_scan_npc_aggro_timer.GetDuration() < 1000) {
npc_close_scan_timer.Disable();
npc_close_scan_timer.Start(6000);
client_scan_npc_aggro_timer.Disable();
client_scan_npc_aggro_timer.Start(3000);
}
}
// Outgoing client packet
float tmpheading = EQ19toFloat(ppu->heading);
/* The clients send an update at best every 1.3 seconds