[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

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@ -1,8 +1,21 @@
EQEMu Changelog (Started on Sept 24, 2003 15:50)
-------------------------------------------------------
== 03/27/2017 ==
Akkadius: [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
== 03/25/2017 ==
Akkadius: Reduced CPU footprint in non-combat zones doing constant checks for combat related activities
Akkadius: Reduced CPU footprint in cases where a client is checking for aggro excessively every 750 millseconds. This has
Akkadius: [Performance] Reduced CPU footprint in non-combat zones doing constant checks for combat related activities
Akkadius: [Performance] Reduced CPU footprint in cases where a client is checking for aggro excessively every 750 millseconds. This has
been adjusted to 6 seconds per new rule RULE_INT(Aggro, ClientAggroCheckInterval)
- When zones have many players, with many NPC's, this adds up quickly

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@ -559,6 +559,7 @@ RULE_INT(Range, SpellMessages, 75)
RULE_INT(Range, SongMessages, 75)
RULE_INT(Range, MobPositionUpdates, 600)
RULE_INT(Range, CriticalDamage, 80)
RULE_INT(Range, ClientNPCScan, 300)
RULE_CATEGORY_END()

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@ -135,7 +135,7 @@ Client::Client(EQStreamInterface* ieqs)
forget_timer(0),
autosave_timer(RuleI(Character, AutosaveIntervalS) * 1000),
#ifdef REVERSE_AGGRO
scanarea_timer(RuleI(Aggro, ClientAggroCheckInterval) * 1000),
client_scan_npc_aggro_timer(RuleI(Aggro, ClientAggroCheckInterval) * 1000),
#endif
tribute_timer(Tribute_duration),
proximity_timer(ClientProximity_interval),
@ -160,7 +160,8 @@ Client::Client(EQStreamInterface* ieqs)
m_AutoAttackPosition(0.0f, 0.0f, 0.0f, 0.0f),
m_AutoAttackTargetLocation(0.0f, 0.0f, 0.0f),
last_region_type(RegionTypeUnsupported),
m_dirtyautohaters(false)
m_dirtyautohaters(false),
npc_close_scan_timer(6000)
{
for(int cf=0; cf < _FilterCount; cf++)
ClientFilters[cf] = FilterShow;
@ -358,6 +359,8 @@ Client::~Client() {
m_tradeskill_object = nullptr;
}
close_npcs.clear();
if(IsDueling() && GetDuelTarget() != 0) {
Entity* entity = entity_list.GetID(GetDuelTarget());
if(entity != nullptr && entity->IsClient()) {

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@ -221,6 +221,9 @@ public:
Client(EQStreamInterface * ieqs);
~Client();
std::unordered_map<NPC *, float> close_npcs;
bool is_client_moving;
//abstract virtual function implementations required by base abstract class
virtual bool Death(Mob* killerMob, int32 damage, uint16 spell_id, EQEmu::skills::SkillType attack_skill);
virtual void Damage(Mob* from, int32 damage, uint16 spell_id, EQEmu::skills::SkillType attack_skill, bool avoidable = true, int8 buffslot = -1, bool iBuffTic = false, eSpecialAttacks special = eSpecialAttacks::None);
@ -1458,7 +1461,7 @@ private:
Timer forget_timer; // our 2 min everybody forgets you timer
Timer autosave_timer;
#ifdef REVERSE_AGGRO
Timer scanarea_timer;
Timer client_scan_npc_aggro_timer;
#endif
Timer tribute_timer;
@ -1477,6 +1480,7 @@ private:
Timer helm_toggle_timer;
Timer light_update_timer;
Timer aggro_meter_timer;
Timer npc_close_scan_timer;
glm::vec3 m_Proximity;

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@ -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

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@ -161,34 +161,29 @@ bool Client::Process() {
return(false);
}
if(charm_update_timer.Check())
{
if (charm_update_timer.Check()) {
CalcItemScale();
}
if (TaskPeriodic_Timer.Check() && taskstate)
taskstate->TaskPeriodicChecks(this);
if(linkdead_timer.Check())
{
if (linkdead_timer.Check()) {
LeaveGroup();
Save();
if (GetMerc())
{
if (GetMerc()) {
GetMerc()->Save();
GetMerc()->Depop();
}
Raid *myraid = entity_list.GetRaidByClient(this);
if (myraid)
{
if (myraid) {
myraid->MemberZoned(this);
}
return false; //delete client
}
if (camp_timer.Check())
{
if (camp_timer.Check()) {
LeaveGroup();
Save();
if (GetMerc())
@ -202,8 +197,7 @@ bool Client::Process() {
if (IsStunned() && stunned_timer.Check())
Mob::UnStun();
if(!m_CheatDetectMoved)
{
if (!m_CheatDetectMoved) {
m_TimeSinceLastPositionCheck = Timer::GetCurrentTime();
}
@ -213,26 +207,26 @@ bool Client::Process() {
Mob *song_target = nullptr;
if (bardsong_target_id == GetID()) {
song_target = this;
} else {
}
else {
song_target = entity_list.GetMob(bardsong_target_id);
}
if (song_target == nullptr) {
InterruptSpell(SONG_ENDS_ABRUPTLY, 0x121, bardsong);
} else {
}
else {
if (!ApplyNextBardPulse(bardsong, song_target, bardsong_slot))
InterruptSpell(SONG_ENDS_ABRUPTLY, 0x121, bardsong);
//SpellFinished(bardsong, bardsong_target, bardsong_slot, spells[bardsong].mana);
}
}
if(GetMerc())
{
if (GetMerc()) {
UpdateMercTimer();
}
if(GetMercInfo().MercTemplateID != 0 && GetMercInfo().IsSuspended)
{
if (GetMercInfo().MercTemplateID != 0 && GetMercInfo().IsSuspended) {
CheckMercSuspendTimer();
}
@ -244,19 +238,15 @@ bool Client::Process() {
BindWound(bindwound_target, false);
}
if(KarmaUpdateTimer)
{
if(KarmaUpdateTimer->Check(false))
{
if (KarmaUpdateTimer) {
if (KarmaUpdateTimer->Check(false)) {
KarmaUpdateTimer->Start(RuleI(Chat, KarmaUpdateIntervalMS));
database.UpdateKarma(AccountID(), ++TotalKarma);
}
}
if(qGlobals)
{
if(qglobal_purge_timer.Check())
{
if (qGlobals) {
if (qglobal_purge_timer.Check()) {
qGlobals->PurgeExpiredGlobals();
}
}
@ -269,6 +259,28 @@ bool Client::Process() {
}
}
/* Build a close range list of NPC's */
if (npc_close_scan_timer.Check()) {
close_npcs.clear();
std::list<NPC*> npc_list;
entity_list.GetNPCList(npc_list);
float scan_range = RuleI(Range, ClientNPCScan);
for (auto itr = npc_list.begin(); itr != npc_list.end(); ++itr) {
NPC* npc = *itr;
float distance = DistanceNoZ(m_Position, npc->GetPosition());
if(distance <= scan_range) {
close_npcs.insert(std::pair<NPC *, float>(npc, distance));
}
else if (npc->GetAggroRange() > scan_range) {
close_npcs.insert(std::pair<NPC *, float>(npc, distance));
}
}
}
bool may_use_attacks = false;
/*
Things which prevent us from attacking:
@ -616,8 +628,17 @@ bool Client::Process() {
//At this point, we are still connected, everything important has taken
//place, now check to see if anybody wants to aggro us.
// only if client is not feigned
if(zone->CanDoCombat() && ret && !GetFeigned() && scanarea_timer.Check()) {
entity_list.CheckClientAggro(this);
if (zone->CanDoCombat() && ret && !GetFeigned() && client_scan_npc_aggro_timer.Check()) {
int npc_scan_count = 0;
for (auto it = close_npcs.begin(); it != close_npcs.end(); ++it) {
NPC *npc = it->first;
if (npc->CheckWillAggro(this) && !npc->CheckAggro(this)) {
npc->AddToHateList(this, 25);
}
npc_scan_count++;
}
Log.Out(Logs::General, Logs::Aggro, "Checking Reverse Aggro (client->npc) scanned_npcs (%i)", npc_scan_count);
}
#endif

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@ -2288,10 +2288,15 @@ bool EntityList::RemoveNPC(uint16 delete_id)
{
auto it = npc_list.find(delete_id);
if (it != npc_list.end()) {
NPC *npc = it->second;
// make sure its proximity is removed
RemoveProximity(delete_id);
// remove from client close lists
RemoveNPCFromClientCloseLists(npc);
// remove from the list
npc_list.erase(it);
// remove from limit list if needed
if (npc_limit_list.count(delete_id))
npc_limit_list.erase(delete_id);
@ -2300,6 +2305,16 @@ bool EntityList::RemoveNPC(uint16 delete_id)
return false;
}
bool EntityList::RemoveNPCFromClientCloseLists(NPC *npc)
{
auto it = client_list.begin();
while (it != client_list.end()) {
it->second->close_npcs.erase(npc);
++it;
}
return false;
}
bool EntityList::RemoveMerc(uint16 delete_id)
{
auto it = merc_list.find(delete_id);

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@ -279,6 +279,7 @@ public:
bool RemoveTrap(uint16 delete_id);
bool RemoveObject(uint16 delete_id);
bool RemoveProximity(uint16 delete_npc_id);
bool RemoveNPCFromClientCloseLists(NPC *npc);
void RemoveAllMobs();
void RemoveAllClients();
void RemoveAllNPCs();