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synced 2025-12-11 21:01:29 +00:00
Mob position updates now completely only send to 600 units range defined by Range:MobPositionUpdates
Client updates nearby clients more often because they will disappear after 10 seconds without a position update to the client This results in a massive reduction in unnecessary traffic as we only update clients of their relevance around them This also resembles live-like packet sending behavior of positions
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@ -234,7 +234,6 @@ RULE_BOOL(World, StartZoneSameAsBindOnCreation, true) //Should the start zone AL
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RULE_CATEGORY_END()
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RULE_CATEGORY(Zone)
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RULE_INT(Zone, NPCPositonUpdateTicCount, 32) //ms between intervals of sending a position update to the entire zone.
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RULE_INT(Zone, ClientLinkdeadMS, 180000) //the time a client remains link dead on the server after a sudden disconnection
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RULE_INT(Zone, GraveyardTimeMS, 1200000) //ms time until a player corpse is moved to a zone's graveyard, if one is specified for the zone
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RULE_BOOL(Zone, EnableShadowrest, 1) // enables or disables the shadowrest zone feature for player corpses. Default is turned on.
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@ -588,10 +588,10 @@ void Client::CompleteConnect()
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}
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}
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else {
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Group *group_update = nullptr;
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group_update = this->GetGroup();
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if (group_update)
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group_update->SendHPPacketsTo(this);
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Group *group = nullptr;
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group = this->GetGroup();
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if (group)
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group->SendHPPacketsTo(this);
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}
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@ -256,17 +256,29 @@ bool Client::Process() {
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close_npcs.clear();
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auto &npc_list = entity_list.GetNPCList();
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auto &mob_list = entity_list.GetMobList();
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float scan_range = (RuleI(Range, ClientNPCScan) * RuleI(Range, ClientNPCScan));
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float client_update_range = (RuleI(Range, MobPositionUpdates) * RuleI(Range, MobPositionUpdates));
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float scan_range = RuleI(Range, ClientNPCScan);
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for (auto itr = npc_list.begin(); itr != npc_list.end(); ++itr) {
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NPC* npc = itr->second;
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float distance = DistanceNoZ(m_Position, npc->GetPosition());
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if(distance <= scan_range) {
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close_npcs.insert(std::pair<NPC *, float>(npc, distance));
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for (auto itr = mob_list.begin(); itr != mob_list.end(); ++itr) {
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Mob* mob = itr->second;
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float distance = DistanceSquared(m_Position, mob->GetPosition());
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if (mob->IsNPC()) {
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if (distance <= scan_range) {
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close_npcs.insert(std::pair<NPC *, float>(mob->CastToNPC(), distance));
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}
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else if (npc->GetAggroRange() > scan_range) {
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close_npcs.insert(std::pair<NPC *, float>(npc, distance));
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else if (mob->GetAggroRange() > scan_range) {
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close_npcs.insert(std::pair<NPC *, float>(mob->CastToNPC(), distance));
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}
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}
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/* Clients need to be kept up to date for position updates more often otherwise they disappear */
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if (mob->IsClient() && this != mob && distance <= client_update_range) {
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auto app = new EQApplicationPacket(OP_ClientUpdate, sizeof(PlayerPositionUpdateServer_Struct));
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PlayerPositionUpdateServer_Struct* spawn_update = (PlayerPositionUpdateServer_Struct*)app->pBuffer;
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mob->MakeSpawnUpdateNoDelta(spawn_update);
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this->FastQueuePacket(&app, false);
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safe_delete(app);
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}
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}
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}
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@ -455,7 +467,7 @@ bool Client::Process() {
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// Send a position packet every 8 seconds - if not done, other clients
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// see this char disappear after 10-12 seconds of inactivity
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if (position_timer_counter >= 36) { // Approx. 4 ticks per second
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entity_list.SendPositionUpdates(this, pLastUpdateWZ, 500, GetTarget(), true);
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entity_list.SendPositionUpdates(this, pLastUpdateWZ, RuleI(Range, MobPositionUpdates), GetTarget(), true);
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pLastUpdate = Timer::GetCurrentTime();
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pLastUpdateWZ = pLastUpdate;
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position_timer_counter = 0;
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@ -2634,10 +2634,9 @@ void EntityList::RemoveDebuffs(Mob *caster)
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// Currently, a new packet is sent per entity.
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// @todo: Come back and use FLAG_COMBINED to pack
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// all updates into one packet.
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void EntityList::SendPositionUpdates(Client *client, uint32 cLastUpdate,
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float range, Entity *alwayssend, bool iSendEvenIfNotChanged)
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void EntityList::SendPositionUpdates(Client *client, uint32 cLastUpdate, float update_range, Entity *always_send, bool iSendEvenIfNotChanged)
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{
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range = range * range;
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update_range = (update_range * update_range);
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EQApplicationPacket *outapp = 0;
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PlayerPositionUpdateServer_Struct *ppu = 0;
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@ -2645,27 +2644,37 @@ void EntityList::SendPositionUpdates(Client *client, uint32 cLastUpdate,
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auto it = mob_list.begin();
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while (it != mob_list.end()) {
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mob = it->second;
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if (
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mob && !mob->IsCorpse()
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&& (it->second != client)
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&& (mob->IsClient() || iSendEvenIfNotChanged || (mob->LastChange() >= cLastUpdate))
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&& (!it->second->IsClient() || !it->second->CastToClient()->GMHideMe(client))
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) {
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if (
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update_range == 0
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|| (it->second == always_send)
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|| mob->IsClient()
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|| (DistanceSquared(mob->GetPosition(), client->GetPosition()) <= update_range)
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) {
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if (mob && mob->IsClient() && mob->GetID() > 0) {
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client->QueuePacket(outapp, false, Client::CLIENT_CONNECTED);
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if (outapp == 0) {
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outapp = new EQApplicationPacket(OP_ClientUpdate, sizeof(PlayerPositionUpdateServer_Struct));
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ppu = (PlayerPositionUpdateServer_Struct*)outapp->pBuffer;
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}
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mob = it->second;
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if (mob && !mob->IsCorpse() && (it->second != client)
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&& (mob->IsClient() || iSendEvenIfNotChanged || (mob->LastChange() >= cLastUpdate))
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&& (!it->second->IsClient() || !it->second->CastToClient()->GMHideMe(client))) {
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//bool Grouped = client->HasGroup() && mob->IsClient() && (client->GetGroup() == mob->CastToClient()->GetGroup());
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//if (range == 0 || (iterator.GetData() == alwayssend) || Grouped || (mob->DistNoRootNoZ(*client) <= range)) {
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if (range == 0 || (it->second == alwayssend) || mob->IsClient() || (DistanceSquared(mob->GetPosition(), client->GetPosition()) <= range)) {
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mob->MakeSpawnUpdate(ppu);
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}
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if(mob && mob->IsClient() && mob->GetID()>0) {
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client->QueuePacket(outapp, false, Client::CLIENT_CONNECTED);
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}
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}
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safe_delete(outapp);
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outapp = 0;
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}
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}
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}
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++it;
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}
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@ -370,7 +370,7 @@ public:
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Mob* FindDefenseNPC(uint32 npcid);
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void OpenDoorsNear(NPC* opener);
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void UpdateWho(bool iSendFullUpdate = false);
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void SendPositionUpdates(Client* client, uint32 cLastUpdate = 0, float range = 0, Entity* alwayssend = 0, bool iSendEvenIfNotChanged = false);
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void SendPositionUpdates(Client* client, uint32 cLastUpdate = 0, float update_range = 0, Entity* always_send = 0, bool iSendEvenIfNotChanged = false);
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char* MakeNameUnique(char* name);
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static char* RemoveNumbers(char* name);
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void SignalMobsByNPCID(uint32 npc_type, int signal_id);
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33
zone/mob.cpp
33
zone/mob.cpp
@ -131,7 +131,6 @@ Mob::Mob(const char* in_name,
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SetMoving(false);
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moved=false;
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m_RewindLocation = glm::vec3();
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move_tic_count = 0;
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_egnode = nullptr;
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name[0]=0;
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@ -1443,8 +1442,7 @@ void Mob::SendPosition()
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auto app = new EQApplicationPacket(OP_ClientUpdate, sizeof(PlayerPositionUpdateServer_Struct));
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PlayerPositionUpdateServer_Struct* spu = (PlayerPositionUpdateServer_Struct*)app->pBuffer;
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MakeSpawnUpdateNoDelta(spu);
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move_tic_count = 0;
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entity_list.QueueClients(this, app, true);
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entity_list.QueueCloseClients(this, app, true, RuleI(Range, MobPositionUpdates), nullptr, false);
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safe_delete(app);
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}
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@ -1456,31 +1454,18 @@ void Mob::SendPosUpdate(uint8 iSendToSelf) {
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if (iSendToSelf == 2) {
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if (IsClient()) {
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CastToClient()->FastQueuePacket(&app,false);
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CastToClient()->FastQueuePacket(&app, false);
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}
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}
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else
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{
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if(move_tic_count == RuleI(Zone, NPCPositonUpdateTicCount))
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{
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entity_list.QueueClients(this, app, (iSendToSelf == 0), false);
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move_tic_count = 0;
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}
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else if(move_tic_count % 2 == 0)
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{
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entity_list.QueueCloseClients(this, app, (iSendToSelf == 0), RuleI(Range, MobPositionUpdates), nullptr, false);
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move_tic_count++;
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}
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else {
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move_tic_count++;
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}
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entity_list.QueueCloseClients(this, app, (iSendToSelf == 0), RuleI(Range, MobPositionUpdates), nullptr, false);
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}
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safe_delete(app);
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}
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// this is for SendPosition()
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void Mob::MakeSpawnUpdateNoDelta(PlayerPositionUpdateServer_Struct *spu){
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memset(spu,0xff,sizeof(PlayerPositionUpdateServer_Struct));
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void Mob::MakeSpawnUpdateNoDelta(PlayerPositionUpdateServer_Struct *spu) {
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memset(spu, 0xff, sizeof(PlayerPositionUpdateServer_Struct));
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spu->spawn_id = GetID();
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spu->x_pos = FloatToEQ19(m_Position.x);
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spu->y_pos = FloatToEQ19(m_Position.y);
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@ -1491,10 +1476,10 @@ void Mob::MakeSpawnUpdateNoDelta(PlayerPositionUpdateServer_Struct *spu){
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spu->heading = FloatToEQ19(m_Position.w);
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spu->animation = 0;
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spu->delta_heading = NewFloatToEQ13(0);
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spu->padding0002 =0;
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spu->padding0006 =7;
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spu->padding0014 =0x7f;
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spu->padding0018 =0x5df27;
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spu->padding0002 = 0;
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spu->padding0006 = 7;
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spu->padding0014 = 0x7f;
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spu->padding0018 = 0x5df27;
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}
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@ -1373,7 +1373,6 @@ protected:
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void ClearItemFactionBonuses();
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void CalculateFearPosition();
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uint32 move_tic_count;
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bool flee_mode;
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Timer flee_timer;
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