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Merge pull request #878 from EQEmu/fix/eliminate-mob-ghosting
Fix/eliminate mob ghosting
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commit
a6af014d5e
@ -1,5 +1,8 @@
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EQEMu Changelog (Started on Sept 24, 2003 15:50)
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-------------------------------------------------------
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== 8/6/2019 ==
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Akkadius: Optimizations to movement updates to eliminate ghosting possibilities in larger zones
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== 7/22/2019 ==
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Uleat: Added script 'vcxproj_dependencies.py' - a script to help determine conflicting project dependencies (alpha-stage)
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@ -136,6 +136,7 @@ Client::Client(EQStreamInterface* ieqs)
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forget_timer(0),
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autosave_timer(RuleI(Character, AutosaveIntervalS) * 1000),
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client_scan_npc_aggro_timer(RuleI(Aggro, ClientAggroCheckInterval) * 1000),
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client_zone_wide_full_position_update_timer(5 * 60 * 1000),
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tribute_timer(Tribute_duration),
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proximity_timer(ClientProximity_interval),
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TaskPeriodic_Timer(RuleI(TaskSystem, PeriodicCheckTimer) * 1000),
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@ -9115,3 +9116,16 @@ bool Client::GotoPlayer(std::string player_name)
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return false;
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}
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glm::vec4 &Client::GetLastPositionBeforeBulkUpdate()
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{
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return last_position_before_bulk_update;
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}
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/**
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* @param in_last_position_before_bulk_update
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*/
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void Client::SetLastPositionBeforeBulkUpdate(glm::vec4 in_last_position_before_bulk_update)
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{
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Client::last_position_before_bulk_update = in_last_position_before_bulk_update;
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}
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@ -1309,6 +1309,9 @@ public:
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uint32 trapid; //ID of trap player has triggered. This is cleared when the player leaves the trap's radius, or it despawns.
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void SetLastPositionBeforeBulkUpdate(glm::vec4 in_last_position_before_bulk_update);
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glm::vec4 &GetLastPositionBeforeBulkUpdate();
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protected:
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friend class Mob;
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void CalcItemBonuses(StatBonuses* newbon);
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@ -1517,6 +1520,7 @@ private:
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Timer forget_timer; // our 2 min everybody forgets you timer
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Timer autosave_timer;
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Timer client_scan_npc_aggro_timer;
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Timer client_zone_wide_full_position_update_timer;
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Timer tribute_timer;
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Timer proximity_timer;
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@ -1539,6 +1543,7 @@ private:
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Timer position_update_timer; /* Timer used when client hasn't updated within a 10 second window */
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glm::vec3 m_Proximity;
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glm::vec4 last_position_before_bulk_update;
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void BulkSendInventoryItems();
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@ -60,6 +60,7 @@ Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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#include "water_map.h"
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#include "worldserver.h"
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#include "zone.h"
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#include "mob_movement_manager.h"
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#ifdef BOTS
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#include "bot.h"
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@ -805,6 +806,8 @@ void Client::CompleteConnect()
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parse->EventPlayer(EVENT_ENTER_ZONE, this, "", 0);
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SetLastPositionBeforeBulkUpdate(GetPosition());
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/* This sub event is for if a player logs in for the first time since entering world. */
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if (firstlogon == 1) {
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parse->EventPlayer(EVENT_CONNECT, this, "", 0);
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@ -4466,16 +4469,16 @@ void Client::Handle_OP_ClientUpdate(const EQApplicationPacket *app) {
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/* Handle client aggro scanning timers NPCs */
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is_client_moving = (ppu->y_pos == m_Position.y && ppu->x_pos == m_Position.x) ? false : true;
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if (is_client_moving) {
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Log(Logs::Detail, Logs::Normal, "ClientUpdate: Client is moving - scan timer is: %u",
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client_scan_npc_aggro_timer.GetDuration());
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if (client_scan_npc_aggro_timer.GetDuration() > 1000) {
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client_scan_npc_aggro_timer.Disable();
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client_scan_npc_aggro_timer.Start(500);
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}
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} else {
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}
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else {
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Log(Logs::Detail, Logs::Normal, "ClientUpdate: Client is NOT moving - scan timer is: %u",
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client_scan_npc_aggro_timer.GetDuration());
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if (client_scan_npc_aggro_timer.GetDuration() < 1000) {
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@ -4483,7 +4486,46 @@ void Client::Handle_OP_ClientUpdate(const EQApplicationPacket *app) {
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client_scan_npc_aggro_timer.Start(3000);
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}
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}
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/**
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* On a normal basis we limit mob movement updates based on distance
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* This ensures we send a periodic full zone update to a client that has started moving after 5 or so minutes
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*
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* For very large zones we will also force a full update based on distance
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*
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* We ignore a small distance around us so that we don't interrupt already pathing deltas as those npcs will appear
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* to full stop when they are actually still pathing
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*/
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float distance_moved = DistanceNoZ(GetLastPositionBeforeBulkUpdate(), GetPosition());
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bool moved_far_enough_before_bulk_update = distance_moved >= 1200;
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bool is_ready_to_update = (
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client_zone_wide_full_position_update_timer.Check() || moved_far_enough_before_bulk_update
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);
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if (is_client_moving && is_ready_to_update) {
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Log(Logs::Detail, Logs::Normal, "[%s] Client Zone Wide Position Update NPCs", GetCleanName());
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auto &mob_movement_manager = MobMovementManager::Get();
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auto &mob_list = entity_list.GetMobList();
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for (auto &it : mob_list) {
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Mob *entity = it.second;
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if (!entity->IsNPC()) {
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continue;
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}
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float distance_from_client_to_ignore = zone->GetMaxMovementUpdateRange() - 100;
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if (CalculateDistance(entity->GetX(), entity->GetY(), entity->GetZ()) <= distance_from_client_to_ignore) {
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continue;
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}
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mob_movement_manager.SendCommandToClients(entity, 0.0, 0.0, 0.0, 0.0, 0, ClientRangeAny, this);
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}
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SetLastPositionBeforeBulkUpdate(GetPosition());
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}
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float new_heading = EQ12toFloat(ppu->heading);
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int32 new_animation = ppu->animation;
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@ -592,8 +592,8 @@ bool Client::Process() {
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// only if client is not feigned
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if (zone->CanDoCombat() && ret && !GetFeigned() && client_scan_npc_aggro_timer.Check()) {
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int npc_scan_count = 0;
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for (auto it = close_mobs.begin(); it != close_mobs.end(); ++it) {
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Mob *mob = it->first;
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for (auto & close_mob : close_mobs) {
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Mob *mob = close_mob.first;
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if (!mob)
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continue;
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@ -604,6 +604,7 @@ bool Client::Process() {
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if (mob->CheckWillAggro(this) && !mob->CheckAggro(this)) {
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mob->AddToHateList(this, 25);
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}
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npc_scan_count++;
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}
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Log(Logs::General, Logs::Aggro, "Checking Reverse Aggro (client->npc) scanned_npcs (%i)", npc_scan_count);
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File diff suppressed because it is too large
Load Diff
@ -41,18 +41,29 @@ class MobMovementManager
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public:
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~MobMovementManager();
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void Process();
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void AddMob(Mob *m);
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void RemoveMob(Mob *m);
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void AddClient(Client *c);
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void RemoveClient(Client *c);
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void AddMob(Mob *mob);
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void RemoveMob(Mob *mob);
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void AddClient(Client *client);
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void RemoveClient(Client *client);
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void RotateTo(Mob *who, float to, MobMovementMode mode = MovementRunning);
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void RotateTo(Mob *who, float to, MobMovementMode mob_movement_mode = MovementRunning);
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void Teleport(Mob *who, float x, float y, float z, float heading);
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void NavigateTo(Mob *who, float x, float y, float z, MobMovementMode mode = MovementRunning);
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void StopNavigation(Mob *who);
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void SendCommandToClients(Mob *m, float dx, float dy, float dz, float dh, int anim, ClientRange range);
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void SendCommandToClients(
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Mob *mob,
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float delta_x,
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float delta_y,
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float delta_z,
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float delta_heading,
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int anim,
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ClientRange range,
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Client* single_client = nullptr
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);
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float FixHeading(float in);
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void DumpStats(Client *to);
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void DumpStats(Client *client);
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void ClearStats();
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static MobMovementManager &Get() {
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@ -65,18 +76,18 @@ private:
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MobMovementManager(const MobMovementManager&);
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MobMovementManager& operator=(const MobMovementManager&);
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void FillCommandStruct(PlayerPositionUpdateServer_Struct *spu, Mob *m, float dx, float dy, float dz, float dh, int anim);
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void UpdatePath(Mob *who, float x, float y, float z, MobMovementMode mode);
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void FillCommandStruct(PlayerPositionUpdateServer_Struct *position_update, Mob *mob, float delta_x, float delta_y, float delta_z, float delta_heading, int anim);
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void UpdatePath(Mob *who, float x, float y, float z, MobMovementMode mob_movement_mode);
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void UpdatePathGround(Mob *who, float x, float y, float z, MobMovementMode mode);
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void UpdatePathUnderwater(Mob *who, float x, float y, float z, MobMovementMode mode);
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void UpdatePathUnderwater(Mob *who, float x, float y, float z, MobMovementMode movement_mode);
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void UpdatePathBoat(Mob *who, float x, float y, float z, MobMovementMode mode);
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void PushTeleportTo(MobMovementEntry &ent, float x, float y, float z, float heading);
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void PushMoveTo(MobMovementEntry &ent, float x, float y, float z, MobMovementMode mode);
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void PushSwimTo(MobMovementEntry &ent, float x, float y, float z, MobMovementMode mode);
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void PushRotateTo(MobMovementEntry &ent, Mob *who, float to, MobMovementMode mode);
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void PushStopMoving(MobMovementEntry &ent);
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void PushEvadeCombat(MobMovementEntry &ent);
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void HandleStuckBehavior(Mob *who, float x, float y, float z, MobMovementMode mode);
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void PushMoveTo(MobMovementEntry &ent, float x, float y, float z, MobMovementMode mob_movement_mode);
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void PushSwimTo(MobMovementEntry &ent, float x, float y, float z, MobMovementMode mob_movement_mode);
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void PushRotateTo(MobMovementEntry &ent, Mob *who, float to, MobMovementMode mob_movement_mode);
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void PushStopMoving(MobMovementEntry &mob_movement_entry);
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void PushEvadeCombat(MobMovementEntry &mob_movement_entry);
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void HandleStuckBehavior(Mob *who, float x, float y, float z, MobMovementMode mob_movement_mode);
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struct Implementation;
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std::unique_ptr<Implementation> _impl;
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