[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
This commit is contained in:
Akkadius
2017-03-26 00:03:51 -05:00
parent 719098a97c
commit aa25946dc2
4 changed files with 7 additions and 3 deletions
+1 -1
View File
@@ -157,7 +157,7 @@ enum { //timer settings, all in milliseconds
AIscanarea_delay = 6000,
AIfeignremember_delay = 500,
AItarget_check_duration = 500,
AIClientScanarea_delay = 750, //used in REVERSE_AGGRO
// AIClientScanarea_delay = 750, //used in REVERSE_AGGRO
AIassistcheck_delay = 3000, //now often a fighting NPC will yell for help
AI_check_signal_timer_delay = 500, // How often EVENT_SIGNAL checks are processed
ClientProximity_interval = 150,
+1
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@@ -536,6 +536,7 @@ RULE_INT(Aggro, MaxScalingProcAggro, 400) // Set to -1 for no limit. Maxmimum am
RULE_INT(Aggro, IntAggroThreshold, 75) // Int <= this will aggro regardless of level difference.
RULE_BOOL(Aggro, AllowTickPulling, false) // tick pulling is an exploit in an NPC's call for help fixed sometime in 2006 on live
RULE_BOOL(Aggro, UseLevelAggro, true) // Level 18+ and Undead will aggro regardless of level difference. (this will disabled Rule:IntAggroThreshold if set to true)
RULE_INT(Aggro, ClientAggroCheckInterval, 6) // Interval in which clients actually check for aggro - in seconds
RULE_CATEGORY_END()
RULE_CATEGORY(TaskSystem)