[DiscordArchive] GetAffectingPlayer?
[DiscordArchive] GetAffectingPlayer?
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
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
Archived author: Nyeriah • Posted: 2023-09-30T09:48:58.159000+00:00
Original source
ToTempSummon()->GetOwner()->IsPlayer()
Archived author: Nyeriah • Posted: 2023-09-30T09:49:11.580000+00:00
Original source
Null checks required all through the process
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.
```
Archived author: Foe • Posted: 2023-09-30T09:55:41.303000+00:00
Original source
It's primarily the visibility checking
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
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