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[Code Cleanup] Optimization Code Cleanup (#4489)
* Initial push * More * More * Further simplify * More cleanup * More consolidation * Fix * Update * Update npc.cpp --------- Co-authored-by: Kinglykrab <kinglykrab@gmail.com>
This commit is contained in:
+43
-52
@@ -696,7 +696,7 @@ void EntityList::AddNPC(NPC *npc, bool send_spawn_packet, bool dont_queue)
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npc_list.emplace(std::pair<uint16, NPC *>(npc->GetID(), npc));
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mob_list.emplace(std::pair<uint16, Mob *>(npc->GetID(), npc));
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entity_list.ScanCloseMobs(npc->close_mobs, npc, true);
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entity_list.ScanCloseMobs(npc);
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if (parse->HasQuestSub(npc->GetNPCTypeID(), EVENT_SPAWN)) {
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parse->EventNPC(EVENT_SPAWN, npc, nullptr, "", 0);
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@@ -1742,8 +1742,7 @@ void EntityList::QueueCloseClients(
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}
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float distance_squared = distance * distance;
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for (auto &e : GetCloseMobList(sender, distance)) {
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for (auto &e : sender->GetCloseMobList(distance)) {
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Mob *mob = e.second;
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if (!mob) {
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continue;
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@@ -2886,7 +2885,7 @@ bool EntityList::RemoveMobFromCloseLists(Mob *mob)
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entity_id
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);
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it->second->close_mobs.erase(entity_id);
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it->second->m_close_mobs.erase(entity_id);
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++it;
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}
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@@ -2911,49 +2910,40 @@ void EntityList::RemoveAuraFromMobs(Mob *aura)
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}
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}
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/**
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* The purpose of this system is so that we cache relevant entities that are "close"
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*
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* In general; it becomes incredibly expensive to run zone-wide checks against every single mob in the zone when in reality
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* we only care about entities closest to us
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*
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* A very simple example of where this is relevant is Aggro, the below example is skewed because the overall implementation
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* of Aggro was also tweaked in conjunction with close lists. We also scan more aggressively when entities are moving (1-6 seconds)
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* versus 60 seconds when idle. We also have entities that are moving add themselves to those closest to them so that their close
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* lists remain always up to date
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*
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* Before: Aggro checks for NPC to Client aggro | (40 clients in zone) x (525 npcs) x 2 (times a second) = 2,520,000 checks a minute
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* After: Aggro checks for NPC to Client aggro | (40 clients in zone) x (20-30 npcs) x 2 (times a second) = 144,000 checks a minute (This is actually far less today)
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*
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* Places in the code where this logic makes a huge impact
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*
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* Aggro checks (zone wide -> close)
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* Aura processing (zone wide -> close)
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* AE Taunt (zone wide -> close)
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* AOE Spells (zone wide -> close)
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* Bard Pulse AOE (zone wide -> close)
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* Mass Group Buff (zone wide -> close)
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* AE Attack (zone wide -> close)
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* Packet QueueCloseClients (zone wide -> close)
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* Check Close Beneficial Spells (Buffs; should I heal other npcs) (zone wide -> close)
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* AI Yell for Help (NPC Assist other NPCs) (zone wide -> close)
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*
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* All of the above makes a tremendous impact on the bottom line of cpu cycle performance because we run an order of magnitude
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* less checks by focusing our hot path logic down to a very small subset of relevant entities instead of looping an entire
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* entity list (zone wide)
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*
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* @param close_mobs
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* @param scanning_mob
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*/
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void EntityList::ScanCloseMobs(
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std::unordered_map<uint16, Mob *> &close_mobs,
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Mob *scanning_mob,
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bool add_self_to_other_lists
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)
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// The purpose of this system is so that we cache relevant entities that are "close"
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//
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// In general; it becomes incredibly expensive to run zone-wide checks against every single mob in the zone when in reality
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// we only care about entities closest to us
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//
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// A very simple example of where this is relevant is Aggro, the below example is skewed because the overall implementation
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// of Aggro was also tweaked in conjunction with close lists. We also scan more aggressively when entities are moving (1-6 seconds)
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// versus 60 seconds when idle. We also have entities that are moving add themselves to those closest to them so that their close
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// lists remain always up to date
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//
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// Before: Aggro checks for NPC to Client aggro | (40 clients in zone) x (525 npcs) x 2 (times a second) = 2,520,000 checks a minute
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// After: Aggro checks for NPC to Client aggro | (40 clients in zone) x (20-30 npcs) x 2 (times a second) = 144,000 checks a minute (This is // tually far less today)
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//
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// Places in the code where this logic makes a huge impact
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//
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// Aggro checks (zone wide -> close)
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// Aura processing (zone wide -> close)
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// AE Taunt (zone wide -> close)
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// AOE Spells (zone wide -> close)
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// Bard Pulse AOE (zone wide -> close)
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// Mass Group Buff (zone wide -> close)
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// AE Attack (zone wide -> close)
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// Packet QueueCloseClients (zone wide -> close)
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// Check Close Beneficial Spells (Buffs; should I heal other npcs) (zone wide -> close)
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// AI Yell for Help (NPC Assist other NPCs) (zone wide -> close)
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//
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// All of the above makes a tremendous impact on the bottom line of cpu cycle performance because we run an order of magnitude
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// less checks by focusing our hot path logic down to a very small subset of relevant entities instead of looping an entire
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// entity list (zone wide)
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void EntityList::ScanCloseMobs(Mob *scanning_mob)
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{
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float scan_range = RuleI(Range, MobCloseScanDistance) * RuleI(Range, MobCloseScanDistance);
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close_mobs.clear();
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scanning_mob->m_close_mobs.clear();
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for (auto &e : mob_list) {
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auto mob = e.second;
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@@ -2963,12 +2953,13 @@ void EntityList::ScanCloseMobs(
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float distance = DistanceSquared(scanning_mob->GetPosition(), mob->GetPosition());
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if (distance <= scan_range || mob->GetAggroRange() >= scan_range) {
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close_mobs.emplace(std::pair<uint16, Mob *>(mob->GetID(), mob));
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scanning_mob->m_close_mobs.emplace(std::pair<uint16, Mob *>(mob->GetID(), mob));
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if (add_self_to_other_lists && scanning_mob->GetID() > 0) {
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// add self to other mobs close list
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if (scanning_mob->GetID() > 0) {
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bool has_mob = false;
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for (auto &cm: mob->close_mobs) {
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for (auto &cm: mob->m_close_mobs) {
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if (scanning_mob->GetID() == cm.first) {
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has_mob = true;
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break;
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@@ -2976,7 +2967,7 @@ void EntityList::ScanCloseMobs(
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}
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if (!has_mob) {
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mob->close_mobs.insert(std::pair<uint16, Mob *>(scanning_mob->GetID(), scanning_mob));
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mob->m_close_mobs.insert(std::pair<uint16, Mob *>(scanning_mob->GetID(), scanning_mob));
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}
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}
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}
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@@ -2985,7 +2976,7 @@ void EntityList::ScanCloseMobs(
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LogAIScanCloseDetail(
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"[{}] Scanning Close List | list_size [{}] moving [{}]",
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scanning_mob->GetCleanName(),
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close_mobs.size(),
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scanning_mob->m_close_mobs.size(),
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scanning_mob->IsMoving() ? "true" : "false"
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);
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}
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@@ -4448,7 +4439,7 @@ void EntityList::QuestJournalledSayClose(
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buf.WriteInt32(0);
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if (RuleB(Chat, QuestDialogueUsesDialogueWindow)) {
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for (auto &e : GetCloseMobList(sender, (dist * dist))) {
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for (auto &e : sender->GetCloseMobList(dist)) {
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Mob *mob = e.second;
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if (!mob) {
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continue;
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@@ -5651,7 +5642,7 @@ std::vector<Mob*> EntityList::GetTargetsForVirusEffect(Mob *spreader, Mob *origi
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std::vector<Mob *> spreader_list = {};
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bool is_detrimental_spell = IsDetrimentalSpell(spell_id);
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for (auto &it : entity_list.GetCloseMobList(spreader, range)) {
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for (auto &it : spreader->GetCloseMobList(range)) {
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Mob *mob = it.second;
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if (!mob) {
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continue;
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@@ -5781,7 +5772,7 @@ void EntityList::ReloadMerchants() {
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std::unordered_map<uint16, Mob *> &EntityList::GetCloseMobList(Mob *mob, float distance)
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{
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if (distance <= RuleI(Range, MobCloseScanDistance)) {
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return mob->close_mobs;
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return mob->m_close_mobs;
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}
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return mob_list;
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