Forums WoW Modding Support Archives Azerothcore Discord Archives [DiscordArchive] GetAffectingPlayer?

[DiscordArchive] GetAffectingPlayer?

[DiscordArchive] GetAffectingPlayer?

Pages (2): Previous 1 2
rektbyfaith
Administrator
0
09-30-2023, 09:38 AM
#11
Archived author: Pandaros • Posted: 2023-09-30T09:38:50.035000+00:00
Original source

basically just going to replicate `MapUpdater` for phases on the map
rektbyfaith
09-30-2023, 09:38 AM #11

Archived author: Pandaros • Posted: 2023-09-30T09:38:50.035000+00:00
Original source

basically just going to replicate `MapUpdater` for phases on the map

rektbyfaith
Administrator
0
09-30-2023, 09:48 AM
#12
Archived author: Nyeriah • Posted: 2023-09-30T09:48:30.475000+00:00
Original source

You can access the owner of a temporary spawned creature and check if it’s a player or not
rektbyfaith
09-30-2023, 09:48 AM #12

Archived author: Nyeriah • Posted: 2023-09-30T09:48:30.475000+00:00
Original source

You can access the owner of a temporary spawned creature and check if it’s a player or not

rektbyfaith
Administrator
0
09-30-2023, 09:48 AM
#13
Archived author: Nyeriah • Posted: 2023-09-30T09:48:58.159000+00:00
Original source

ToTempSummon()->GetOwner()->IsPlayer()
rektbyfaith
09-30-2023, 09:48 AM #13

Archived author: Nyeriah • Posted: 2023-09-30T09:48:58.159000+00:00
Original source

ToTempSummon()->GetOwner()->IsPlayer()

rektbyfaith
Administrator
0
09-30-2023, 09:49 AM
#14
Archived author: Nyeriah • Posted: 2023-09-30T09:49:11.580000+00:00
Original source

Null checks required all through the process
rektbyfaith
09-30-2023, 09:49 AM #14

Archived author: Nyeriah • Posted: 2023-09-30T09:49:11.580000+00:00
Original source

Null checks required all through the process

rektbyfaith
Administrator
0
09-30-2023, 09:54 AM
#15
Archived author: Pandaros • Posted: 2023-09-30T09:54:50.339000+00:00
Original source

I think the change is:

```
1) All updatable objects in map.cpp (part of map.Update) have to also be indexed by phase.
2) WorldObject.SetPhaseMask has to call to map to let them know the old and new phase. (Object.cpp) This will allow us to update collections in point 1.
3) Map.AddPlayerToMap needs to increase thread count after player count threshhold has been hit. (Base 0, with stepping, 1 thread per x players)
4) Make a system similar to MapUpdater.cs in map for dispatching Map.Update work to threads, include new phasemask param to update to list out the phase masks that thread is responsible for.
5) Update Map.Update to work with collections added/updated in point 1.
```
rektbyfaith
09-30-2023, 09:54 AM #15

Archived author: Pandaros • Posted: 2023-09-30T09:54:50.339000+00:00
Original source

I think the change is:

```
1) All updatable objects in map.cpp (part of map.Update) have to also be indexed by phase.
2) WorldObject.SetPhaseMask has to call to map to let them know the old and new phase. (Object.cpp) This will allow us to update collections in point 1.
3) Map.AddPlayerToMap needs to increase thread count after player count threshhold has been hit. (Base 0, with stepping, 1 thread per x players)
4) Make a system similar to MapUpdater.cs in map for dispatching Map.Update work to threads, include new phasemask param to update to list out the phase masks that thread is responsible for.
5) Update Map.Update to work with collections added/updated in point 1.
```

rektbyfaith
Administrator
0
09-30-2023, 09:55 AM
#16
Archived author: Foe • Posted: 2023-09-30T09:55:41.303000+00:00
Original source

It's primarily the visibility checking
rektbyfaith
09-30-2023, 09:55 AM #16

Archived author: Foe • Posted: 2023-09-30T09:55:41.303000+00:00
Original source

It's primarily the visibility checking

rektbyfaith
Administrator
0
09-30-2023, 09:56 AM
#17
Archived author: Foe • Posted: 2023-09-30T09:56:26.612000+00:00
Original source

Every entity checks every other entity in range and whether or not they can see and interact with each other
rektbyfaith
09-30-2023, 09:56 AM #17

Archived author: Foe • Posted: 2023-09-30T09:56:26.612000+00:00
Original source

Every entity checks every other entity in range and whether or not they can see and interact with each other

rektbyfaith
Administrator
0
09-30-2023, 09:57 AM
#18
Archived author: Foe • Posted: 2023-09-30T09:57:25.287000+00:00
Original source

It scales super poorly, and that's why reducing the server side "fog of war" range increases performance
rektbyfaith
09-30-2023, 09:57 AM #18

Archived author: Foe • Posted: 2023-09-30T09:57:25.287000+00:00
Original source

It scales super poorly, and that's why reducing the server side "fog of war" range increases performance

Pages (2): Previous 1 2
Recently Browsing
 1 Guest(s)
Recently Browsing
 1 Guest(s)