Forums WoW Modding Support Archives Azerothcore Discord Archives [DiscordArchive] is the entire phase treated like another map?

[DiscordArchive] is the entire phase treated like another map?

[DiscordArchive] is the entire phase treated like another map?

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rektbyfaith
Administrator
0
09-30-2023, 10:12 AM
#31
Archived author: Foe • Posted: 2023-09-30T10:12:30.959000+00:00
Original source

Unless you want to parallelize the per-map update task and update world chunks in parallel
rektbyfaith
09-30-2023, 10:12 AM #31

Archived author: Foe • Posted: 2023-09-30T10:12:30.959000+00:00
Original source

Unless you want to parallelize the per-map update task and update world chunks in parallel

rektbyfaith
Administrator
0
09-30-2023, 10:12 AM
#32
Archived author: Foe • Posted: 2023-09-30T10:12:40.554000+00:00
Original source

This would still not scale as well as sharding
rektbyfaith
09-30-2023, 10:12 AM #32

Archived author: Foe • Posted: 2023-09-30T10:12:40.554000+00:00
Original source

This would still not scale as well as sharding

rektbyfaith
Administrator
0
09-30-2023, 10:13 AM
#33
Archived author: Pandaros • Posted: 2023-09-30T10:13:55.968000+00:00
Original source

what I was thinking is map has these maps, or anything in map update that is

```cpp
MapRefMgr m_mapRefMgr;
ActiveNonPlayers m_activeNonPlayers;
```

I will add a 2nd dimension to these maps with the phase
pseudo code:
```cpp
map<uint, MapRefMgr> m_mapRefMgr;
map<uint, ActiveNonPlayers> m_activeNonPlayers;
```

Then in update modulus all the known phase IDs by thread count, if there is more than 1 thread count. pass those to the update threads that do the work.
rektbyfaith
09-30-2023, 10:13 AM #33

Archived author: Pandaros • Posted: 2023-09-30T10:13:55.968000+00:00
Original source

what I was thinking is map has these maps, or anything in map update that is

```cpp
MapRefMgr m_mapRefMgr;
ActiveNonPlayers m_activeNonPlayers;
```

I will add a 2nd dimension to these maps with the phase
pseudo code:
```cpp
map<uint, MapRefMgr> m_mapRefMgr;
map<uint, ActiveNonPlayers> m_activeNonPlayers;
```

Then in update modulus all the known phase IDs by thread count, if there is more than 1 thread count. pass those to the update threads that do the work.

rektbyfaith
Administrator
0
09-30-2023, 10:15 AM
#34
Archived author: Pandaros • Posted: 2023-09-30T10:15:53.106000+00:00
Original source

to effectively virtualize the existence the phase
rektbyfaith
09-30-2023, 10:15 AM #34

Archived author: Pandaros • Posted: 2023-09-30T10:15:53.106000+00:00
Original source

to effectively virtualize the existence the phase

rektbyfaith
Administrator
0
09-30-2023, 10:16 AM
#35
Archived author: Pandaros • Posted: 2023-09-30T10:16:01.966000+00:00
Original source

without having to refactor all of map
rektbyfaith
09-30-2023, 10:16 AM #35

Archived author: Pandaros • Posted: 2023-09-30T10:16:01.966000+00:00
Original source

without having to refactor all of map

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