[Performance] Fixed an overhead issue where many hot paths would trigger quest subroutines and beneath that the code would try to see if a quest existed perpetually (checking if file exists) even though it should have determined the quest didn't exist the first time.

- This caused a lot of overhead in an instance where an entire zone of NPC's is pathing, triggering EVENT_WAYPOINT_ARRIVE and EVENT_WAYPOINT_DEPART when there is no global_npc.pl/lua, or all NPC's pathing don't have a quest assigned, similar behavior would occur. This goes for any other type of quests: spells, items, encounters etc.
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Akkadius
2017-03-30 05:22:47 -05:00
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EQEMu Changelog (Started on Sept 24, 2003 15:50)
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== 03/30/2017 ==
Akkadius: [Performance] Fixed an overhead issue where many hot paths would trigger quest subroutines and beneath that the code would
try to see if a quest existed perpetually (checking if file exists) even though it should have determined the quest
didn't exist the first time.
- This caused a lot of overhead in an instance where an entire zone of NPC's is pathing, triggering EVENT_WAYPOINT_ARRIVE
and EVENT_WAYPOINT_DEPART when there is no global_npc.pl/lua, or all NPC's pathing don't have a quest assigned, similar
behavior would occur. This goes for any other type of quests: spells, items, encounters etc.
== 03/28/2017 ==
Akkadius: [Performance] Fixed a large overhead issue where every single NPC in a zone was checking to depop themselves
as a swarm pet every 3ms regardless of being a swarm pet or not. Swarm pets now check to depop only when their timer is up