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
- Before when reverse aggro checks were done (client to NPC), checks would happen every 750 millseconds where a client would
check an entire entity list with distance calcs and other checks for aggro, with many clients in a zone and many NPC's this would
add a lot of unecessary overhead. A temporary adjustment on 3/25 was made and upped the check to 6 seconds.
- Now, there is a new methodology to scanning. The client will build a cache list of NPC's within close range as defined in new rule:
RULE_INT(Range, ClientNPCScan, 300) and will also get any NPC that has an aggro range beyond that defined range to use in
the frequent checks for aggro, the result is far less overhead
- Client scanning changes when moving versus not moving, the client will scan aggro every 500 milliseconds while moving, and
3000 millseconds aggro check when not moving, with a 6000ms re-fetch for close NPC's
- A demo of these changes can be found here:
https://youtu.be/aGroiwLSTVU
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
- the defaults are set in the code and can be tweaked by sourcing utils/sql/git/optional/rule_values_range_update.sql
- Thanks to mackal for gathering live ranges, thanks to takp for initial numbers
- We would send 200 for combat updates and the client will only display <= range 54 anyways, these should help a lot in spammy combat
RULE_CATEGORY( Range )
RULE_INT ( Range, Say, 135 )
RULE_INT ( Range, Emote, 135 )
RULE_INT ( Range, BeginCast, 200)
RULE_INT ( Range, Anims, 135)
RULE_INT ( Range, DamageMessages, 50)
RULE_INT ( Range, SpellMessages, 75)
RULE_INT ( Range, SongMessages, 75)
RULE_CATEGORY_END()
I didn't test RoF, so it's disabled for now (change AggroMeterAvaliable if you want to test)
Group member meters probably buggy ... but do later
The "lock target" feature isn't working currently either
Server side we now have 63 total buff slots for clients
They match RoF/RoF2 and are mapped as 42 long, 20 short, 1 disc
The player is limited to what their clients supports, so
Tit players can have 25 buffs and 12 songs, while other can have more
When you log in, we only load up to the max your client supports,
the rest of the buffs are thrown away
Also changed is the default Max Buff slots for NPCs, they now match Tit (60)
If you are thinking about raising that, here are what some other clients support
Tit - SoF 60, SoD - UF 85, RoF - RoF2 97 (although UI only has 85 slots, you can
edit it if you want more)
Also SoD+ the pet limits match the NPC limits.
This will increase memory usage a bit, but I don't see a solution to that
Plus I think most people want this.
Added IgnoreSpellDmgLvlRestriction rule (boolean) to ignore the 5 level
spread when checking to add SpellDmg. Resubmitting due to the change
Natedog made ::shakefist::