[DiscordArchive] Yeah, I’m not aware of any real cases with a massive online player base. I knew of a Chinese one tha
[DiscordArchive] Yeah, I’m not aware of any real cases with a massive online player base. I knew of a Chinese one tha
Archived author: Takenbacon • Posted: 2024-12-16T23:42:59.423000+00:00
Original source
it's basically impossible to even try to change the threading model, so many global containers and cross map interactions necessary
Archived author: Takenbacon • Posted: 2024-12-16T23:43:50.222000+00:00
Original source
I had basically everything that wasn't nailed down to the map offloaded to a realmservice and even that barely made a dick's worth of a difference
Archived author: Takenbacon • Posted: 2024-12-16T23:54:40.109000+00:00
Original source
<@261790372743610368> I found an old log - pre instanced zones:
```2022-06-21_18:29:39 Map 1: Non-player updater (m_worldObjectUpdateList size 15210) - took 29ms
2022-06-21_18:29:39 Map 1: Full update - took 37ms
2022-06-21_18:29:39 Map 0: Non-player updater (m_worldObjectUpdateList size 18617) - took 31ms
2022-06-21_18:29:39 Map 0: Full update - took 41ms
2022-06-21_18:29:39 Map 530: Non-player updater (m_worldObjectUpdateList size 22137) - took 41ms
2022-06-21_18:29:39 Map 530: Full update - took 47ms
2022-06-21_18:29:39 Map 571: Non-player updater (m_worldObjectUpdateList size 64457) - took 100ms
2022-06-21_18:29:39 Map 571: Full update - took 126ms
2022-06-21_18:29:39 WorldEvent (id: 8) - took 126ms
2022-06-21_18:29:39 Full World Update - took 129ms```
Archived author: Takenbacon • Posted: 2024-12-16T23:54:56.705000+00:00
Original source
_most_ of the load is from creature updates
Archived author: Takenbacon • Posted: 2024-12-16T23:55:23.388000+00:00
Original source
with enough players basically every object in a continent is loaded. so basically, just set every creature to active and then see how slow everything runs lol
Archived author: walkline • Posted: 2024-12-17T00:03:20.046000+00:00
Original source
Well, I already provided an example with 3k real players online using an older average cpu, so there’s a chance it would perform much better on a more powerful one. As for the playerbots, I agree that they’re far from a perfect emulation of real players. However, they still cover a significant portion of core functionality, such as movement with visibility and combat, which can provide some useful insights for estimation.
Archived author: walkline • Posted: 2024-12-17T00:05:07.477000+00:00
Original source
I guess big portion of the load would be from movement generators. It would interesting to profile this usecase.