- Added Rate limit the rate in which signals are processed for NPC's (.5 seconds instead of .01 seconds)
Added Perl Export Settings which should heavily reduce the Perl footprint
- Normally when any sub EVENT_ gets triggered, all kinds of variables have to get exported every single time an event is triggered and
this can make Perl very slow when events are triggered constantly
- The two most taxing variable exports are the item variables ($itemcount{} $hasitem{} $oncursor{}) and qglobals ($qglobals{})
- qglobals can pose to be an issue quickly when global qglobals build up, it is highly recommend to use the GetGlobal() and SetGlobal()
methods instead as they don't reference the hashmap $qglobals{} that is rebuilt every single time a sub event is triggered
- A stress test conducted with 10,000 samples shows an excess of time taken to export variables: http://i.imgur.com/NEpW1tS.png
- After the Perl Export Settings table is implemented, and all exports are shut off you see the following test result:
http://i.imgur.com/Du5hth9.png
- The difference of eliminating uneeded exports brings the overhead and footprint of 10,000 triggers from 54 seconds to 2 seconds
- In a 10,000 sample test (10,000 sub event triggers), exporting item variables adds 12 seconds alone, when item variables are only needed in
EVENT_ITEM and EVENT_SAY a majority of the time if at all
- In a 10,000 sample test (10,000 sub event triggers), exporting qglobals with approximately 1,000 global qglobals in the database creates
about 11-20 seconds of delay on its own (Depending on hardware of course)
- I've written a parser that has determined which of these exports are needed in which sub routines and have turned off all of the unneeded
exports in sub routines that do not need them and used it to create the default table that will be installed in the database.
- The export table is called 'perl_event_export_settings' and it resembles the following structure and contains all current 81 EVENTS
- If an entry doesn't exist in this table and a new subroutine is added to the source, all exports will be on by default for that routine
+----------+-----------------------------------------+-----------------+------------+-------------+-------------+--------------+
| event_id | event_description | export_qglobals | export_mob | export_zone | export_item | export_event |
+----------+-----------------------------------------+-----------------+------------+-------------+-------------+--------------+
| 0 | EVENT_SAY | 1 | 1 | 1 | 1 | 1 |
| 1 | EVENT_ITEM | 1 | 1 | 1 | 0 | 1 |
| 2 | EVENT_DEATH | 1 | 1 | 1 | 0 | 1 |
| 3 | EVENT_SPAWN | 1 | 1 | 1 | 0 | 1 |
| 4 | EVENT_ATTACK | 0 | 1 | 1 | 0 | 1 |
| 5 | EVENT_COMBAT | 1 | 1 | 1 | 0 | 1 |
+----------+-----------------------------------------+-----------------+------------+-------------+-------------+--------------+
- If a change is made to this table while the server is live and running, you can hot reload all zone process settings via:
#reloadperlexportsettings
- For those who wonder what "exports" are, they are reference to variables that are made available at runtime of the sub event, such as:
(export_qglobals) (Heavy) : $qglobals https://github.com/EQEmu/Server/blob/master/zone/embparser.cpp#L916
(export_item) (Heavy) : $itemcount{} $hasitem{} $oncursor{} https://github.com/EQEmu/Server/blob/master/zone/embparser.cpp#L1103
(export_zone) : $zoneid, $instanceid, $zoneln etc. https://github.com/EQEmu/Server/blob/master/zone/embparser.cpp#L1083
(export_mob) : $x, $y, $z, $h, $hpratio etc. https://github.com/EQEmu/Server/blob/master/zone/embparser.cpp#L1032
(export_event) : (event specific) IE: EVENT_SAY ($text) https://github.com/EQEmu/Server/blob/master/zone/embparser.cpp#L1141
Added a custom Health Update message that will display in the middle of the players screen, to enable this server wide you must enable rule 'Character:MarqueeHPUpdates'
(Haynar) Fixed some runspeed issues with Perl and LUA scripts
(Haynar) Updated #showstats and #npcstats for new speed calcs to display speeds again in familiar float format.
(Haynar) Improved client movement while AI Controlled, such as feared and charmed. Movement will be much smoother from clients perspective.
Changes:
Mods are now saved for in the DB so they are loaded on zone
This allows long duration buffs from bards that get mods to keep their mods
Ex. Selo's, Symphony of Battle
Instrument mods are applied to basically anything that is an instrument skill
The only exception to this is discs (ex. Puretone is Singing but always 10)
Singing spells from procs (Ex. Storm Blade) that are instrument skills should
inherit their buffs instrument mod. Doom effects should also. This isn't
implemented yet.
This adds a new table to store the timers in. This may seem
odd but the timers are associated with the player, not the
item, they're just included in the item header in the packet
Currently trading still needs to be handled
Added potential fix for Mercenaries that fail to unsuspend.
Added a new "statscale" field to the merc_stats table that can be used to quickly balance Mercenary Stats based on Level.
The new "statscale" field now combines with the Mercs::ScaleRate rule value (default 100 percent for both).
- Exported quest::debug(log_message, [debug_level = 1)
- Example:
quest::debug("This is a test debug message, level 1 (default)");
quest::debug("This is a test debug message, level 1", 1);
quest::debug("This is a test debug message, level 2", 2);
quest::debug("This is a test debug message, level 3", 3);
Result: http://i.imgur.com/6VoafGE.png
- Uses traditional logging system to output this category
- Required MySQL Source in Database version 9070
Mercenaries now spawn with randomized facial features when purchased.
Setting a lastname for NPCs will now override any hard coded lastname (such as GM Trainers).