Forums WoW Modding Support Archives Azerothcore Discord Archives [DiscordArchive] What do you mean? Can you provide an example? I believe that if diff were static, for example, 100ms

[DiscordArchive] What do you mean? Can you provide an example? I believe that if diff were static, for example, 100ms

[DiscordArchive] What do you mean? Can you provide an example? I believe that if diff were static, for example, 100ms

rektbyfaith
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12-17-2024, 08:44 AM
#1
Archived author: walkline • Posted: 2024-12-17T08:44:10.992000+00:00
Original source

What do you mean? Can you provide an example? I believe that if diff were static, for example, 100ms, then as a player, I would expect to get a response to most of my requests in ~100ms (plus ping). iirc, the map update order is not static, and there’s a chance that the player could be first in the first update iteration and last in the second iteration. In this case, the response for this player would be generated in ~200ms. And the other way around would result in a ~1ms response generation time. However, the likelihood of these two use cases is low, so for most players in most cases, a ~100ms delay should be valid. Or am I misunderstanding something?
rektbyfaith
12-17-2024, 08:44 AM #1

Archived author: walkline • Posted: 2024-12-17T08:44:10.992000+00:00
Original source

What do you mean? Can you provide an example? I believe that if diff were static, for example, 100ms, then as a player, I would expect to get a response to most of my requests in ~100ms (plus ping). iirc, the map update order is not static, and there’s a chance that the player could be first in the first update iteration and last in the second iteration. In this case, the response for this player would be generated in ~200ms. And the other way around would result in a ~1ms response generation time. However, the likelihood of these two use cases is low, so for most players in most cases, a ~100ms delay should be valid. Or am I misunderstanding something?

rektbyfaith
Administrator
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12-17-2024, 08:45 AM
#2
Archived author: walkline • Posted: 2024-12-17T08:45:53.002000+00:00
Original source

I agree that things like cpu cache hits can lead to significant improvements. But in a situation where your cpu profile shows 50% of the time dedicated to movement generation, the mentioned optimizations may not have a noticeable impact on the overall performance (but I'm not sure if it would be the case in the mentioned use case).
rektbyfaith
12-17-2024, 08:45 AM #2

Archived author: walkline • Posted: 2024-12-17T08:45:53.002000+00:00
Original source

I agree that things like cpu cache hits can lead to significant improvements. But in a situation where your cpu profile shows 50% of the time dedicated to movement generation, the mentioned optimizations may not have a noticeable impact on the overall performance (but I'm not sure if it would be the case in the mentioned use case).

rektbyfaith
Administrator
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12-17-2024, 10:35 AM
#3
Archived author: Kitzunu • Posted: 2024-12-17T10:35:06.308000+00:00
Original source

I got too much fomo. Stop typing so much <:kek:1065379143887372398>
rektbyfaith
12-17-2024, 10:35 AM #3

Archived author: Kitzunu • Posted: 2024-12-17T10:35:06.308000+00:00
Original source

I got too much fomo. Stop typing so much <:kek:1065379143887372398>

rektbyfaith
Administrator
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12-17-2024, 01:41 PM
#4
Archived author: Takenbacon • Posted: 2024-12-17T13:41:41.937000+00:00
Original source

nah im talking about the "optimization" in the mapmgr class where it does half updates for sometimes several world ticks
rektbyfaith
12-17-2024, 01:41 PM #4

Archived author: Takenbacon • Posted: 2024-12-17T13:41:41.937000+00:00
Original source

nah im talking about the "optimization" in the mapmgr class where it does half updates for sometimes several world ticks

rektbyfaith
Administrator
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12-17-2024, 01:44 PM
#5
Archived author: Takenbacon • Posted: 2024-12-17T13:44:17.249000+00:00
Original source

if I log it as the code is spaghetti and hard to understand at a glance:

```Map 1 update on tick 1392 tdiff 46 sdiff 16
Map 1 update on tick 1393 tdiff 0 sdiff 15
Map 1 update on tick 1394 tdiff 0 sdiff 1
Map 1 update on tick 1396 tdiff 31 sdiff 15
Map 1 update on tick 1397 tdiff 0 sdiff 15
Map 1 update on tick 1399 tdiff 0 sdiff 2
Map 1 update on tick 1401 tdiff 19 sdiff 2
Map 1 update on tick 1402 tdiff 0 sdiff 15
Map 1 update on tick 1404 tdiff 0 sdiff 2
Map 1 update on tick 1406 tdiff 19 sdiff 2```
rektbyfaith
12-17-2024, 01:44 PM #5

Archived author: Takenbacon • Posted: 2024-12-17T13:44:17.249000+00:00
Original source

if I log it as the code is spaghetti and hard to understand at a glance:

```Map 1 update on tick 1392 tdiff 46 sdiff 16
Map 1 update on tick 1393 tdiff 0 sdiff 15
Map 1 update on tick 1394 tdiff 0 sdiff 1
Map 1 update on tick 1396 tdiff 31 sdiff 15
Map 1 update on tick 1397 tdiff 0 sdiff 15
Map 1 update on tick 1399 tdiff 0 sdiff 2
Map 1 update on tick 1401 tdiff 19 sdiff 2
Map 1 update on tick 1402 tdiff 0 sdiff 15
Map 1 update on tick 1404 tdiff 0 sdiff 2
Map 1 update on tick 1406 tdiff 19 sdiff 2```

rektbyfaith
Administrator
0
12-17-2024, 01:45 PM
#6
Archived author: Takenbacon • Posted: 2024-12-17T13:45:08.208000+00:00
Original source

not only are we skipping map updates entirely sometimes on world ticks (because of timer desyncs, map update shouldn't have it's own timer), but Player update is only called when tdiff > 0, so every 3rd world tick (or 4th if "unlucky").
rektbyfaith
12-17-2024, 01:45 PM #6

Archived author: Takenbacon • Posted: 2024-12-17T13:45:08.208000+00:00
Original source

not only are we skipping map updates entirely sometimes on world ticks (because of timer desyncs, map update shouldn't have it's own timer), but Player update is only called when tdiff > 0, so every 3rd world tick (or 4th if "unlucky").

rektbyfaith
Administrator
0
12-17-2024, 02:01 PM
#7
Archived author: Takenbacon • Posted: 2024-12-17T14:01:35.515000+00:00
Original source

oops, I was backwards. Im still waking up lol. Player updates only when tdiff == 0 and returns early out of map update, so creatures only update when tdiff > 0

at 50ms world ticks:

```Map 1 update on tick 722 tdiff 187 sdiff 64 lastPlayerUpdate 67 lastCreatureUpdate 186
Map 1 update on tick 724 tdiff 0 sdiff 62 lastPlayerUpdate 126 lastCreatureUpdate 59
Map 1 update on tick 726 tdiff 0 sdiff 63 lastPlayerUpdate 63 lastCreatureUpdate 122
Map 1 update on tick 728 tdiff 188 sdiff 63 lastPlayerUpdate 68 lastCreatureUpdate 190
Map 1 update on tick 730 tdiff 0 sdiff 62 lastPlayerUpdate 125 lastCreatureUpdate 57
Map 1 update on tick 732 tdiff 0 sdiff 63 lastPlayerUpdate 63 lastCreatureUpdate 120
Map 1 update on tick 734 tdiff 187 sdiff 62 lastPlayerUpdate 66 lastCreatureUpdate 186
Map 1 update on tick 736 tdiff 0 sdiff 62 lastPlayerUpdate 124 lastCreatureUpdate 58
Map 1 update on tick 738 tdiff 0 sdiff 63 lastPlayerUpdate 63 lastCreatureUpdate 121
Map 1 update on tick 740 tdiff 187 sdiff 62 lastPlayerUpdate 67 lastCreatureUpdate 188```
rektbyfaith
12-17-2024, 02:01 PM #7

Archived author: Takenbacon • Posted: 2024-12-17T14:01:35.515000+00:00
Original source

oops, I was backwards. Im still waking up lol. Player updates only when tdiff == 0 and returns early out of map update, so creatures only update when tdiff > 0

at 50ms world ticks:

```Map 1 update on tick 722 tdiff 187 sdiff 64 lastPlayerUpdate 67 lastCreatureUpdate 186
Map 1 update on tick 724 tdiff 0 sdiff 62 lastPlayerUpdate 126 lastCreatureUpdate 59
Map 1 update on tick 726 tdiff 0 sdiff 63 lastPlayerUpdate 63 lastCreatureUpdate 122
Map 1 update on tick 728 tdiff 188 sdiff 63 lastPlayerUpdate 68 lastCreatureUpdate 190
Map 1 update on tick 730 tdiff 0 sdiff 62 lastPlayerUpdate 125 lastCreatureUpdate 57
Map 1 update on tick 732 tdiff 0 sdiff 63 lastPlayerUpdate 63 lastCreatureUpdate 120
Map 1 update on tick 734 tdiff 187 sdiff 62 lastPlayerUpdate 66 lastCreatureUpdate 186
Map 1 update on tick 736 tdiff 0 sdiff 62 lastPlayerUpdate 124 lastCreatureUpdate 58
Map 1 update on tick 738 tdiff 0 sdiff 63 lastPlayerUpdate 63 lastCreatureUpdate 121
Map 1 update on tick 740 tdiff 187 sdiff 62 lastPlayerUpdate 67 lastCreatureUpdate 188```

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