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[DiscordArchive] What spell has the visual?

[DiscordArchive] What spell has the visual?

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rektbyfaith
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01-17-2025, 10:26 AM
#11
Archived author: 老爷爷 • Posted: 2025-01-17T10:26:10.876000+00:00
Original source

371 I'm just using the code as an example
rektbyfaith
01-17-2025, 10:26 AM #11

Archived author: 老爷爷 • Posted: 2025-01-17T10:26:10.876000+00:00
Original source

371 I'm just using the code as an example

rektbyfaith
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01-17-2025, 10:36 AM
#12
Archived author: 老爷爷 • Posted: 2025-01-17T10:36:31.678000+00:00
Original source

spellvisual_dbc contains data for CasterImpactKit and TargetImpactKit. However, the client only shows CasterImpactKit. TargetImpactKit is not displayed
rektbyfaith
01-17-2025, 10:36 AM #12

Archived author: 老爷爷 • Posted: 2025-01-17T10:36:31.678000+00:00
Original source

spellvisual_dbc contains data for CasterImpactKit and TargetImpactKit. However, the client only shows CasterImpactKit. TargetImpactKit is not displayed

rektbyfaith
Administrator
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01-17-2025, 12:16 PM
#13
Archived author: walkline • Posted: 2025-01-17T12:16:05.839000+00:00
Original source

I would like to revive the old topic about the parallelization of continent updates, specifically this one:
https://discord.com/channels/37607328642...8212586496

If we remove possible race conditions from the equation (such as places where we use Map:Big GrinoForAllPlayers on continent), this doesn't seem like a huge amount of work.
What do you think <@209419353035243520> (and others. Maybe you <@254168565173846017> are interested as well)?

Maybe I can better explain what I mean by providing some pseudocode.
rektbyfaith
01-17-2025, 12:16 PM #13

Archived author: walkline • Posted: 2025-01-17T12:16:05.839000+00:00
Original source

I would like to revive the old topic about the parallelization of continent updates, specifically this one:
https://discord.com/channels/37607328642...8212586496

If we remove possible race conditions from the equation (such as places where we use Map:Big GrinoForAllPlayers on continent), this doesn't seem like a huge amount of work.
What do you think <@209419353035243520> (and others. Maybe you <@254168565173846017> are interested as well)?

Maybe I can better explain what I mean by providing some pseudocode.

rektbyfaith
Administrator
0
01-17-2025, 12:16 PM
#14
Archived author: walkline • Posted: 2025-01-17T12:16:28.566000+00:00
Original source

Simplified pseudocode of the current map update:
```
void Map::Update(diff)
{
// Update sessions
// Current https://github.com/azerothcore/azerothco...#L745-L755

for player in players: // current m_mapRefMgr
player->GetSession()->MapRelatedUpdate(diff);


// Update creatures, pets, etc
// Current https://github.com/azerothcore/azerothco...#L797-L806

for obj in nonPlayers: // current m_activeNonPlayers
obj->Update(diff);


// Update players
// Current https://github.com/azerothcore/azerothco...#L810-L853

for player in players:
player->Update(diff);


// update transport

// other update related operations
}
```
rektbyfaith
01-17-2025, 12:16 PM #14

Archived author: walkline • Posted: 2025-01-17T12:16:28.566000+00:00
Original source

Simplified pseudocode of the current map update:
```
void Map::Update(diff)
{
// Update sessions
// Current https://github.com/azerothcore/azerothco...#L745-L755

for player in players: // current m_mapRefMgr
player->GetSession()->MapRelatedUpdate(diff);


// Update creatures, pets, etc
// Current https://github.com/azerothcore/azerothco...#L797-L806

for obj in nonPlayers: // current m_activeNonPlayers
obj->Update(diff);


// Update players
// Current https://github.com/azerothcore/azerothco...#L810-L853

for player in players:
player->Update(diff);


// update transport

// other update related operations
}
```

rektbyfaith
Administrator
0
01-17-2025, 12:16 PM
#15
Archived author: walkline • Posted: 2025-01-17T12:16:39.519000+00:00
Original source

Suggested 2 phase update for continents (for non continents use the old method):

```
void Map::Update(diff)
{
// Divide players and non players into several lists and group lists by 2 phases based on there position on the grid.
// Example:
// 11233455
// 11233455
// ....
// 11233455
// 11233455
// Here grid divided into 5 lists.
// Odd list number would belong to phase 1, even list number would belong to phase 2.
std::vector<std::vector<Player*>> phase1PlayersLists;
std::vector<std::vector<Player*>> phase2PlayersLists;

std::vector<std::vector<Object*>> phase1NonPlayersLists;
std::vector<std::vector<Object*>> phase2NonPlayersLists;

this->DividePlayersToLists(players, &phase1PlayersLists, &phase2PlayersLists);
this->DivideNonPlayersToLists(nonPlayers, &phase1NonPlayersLists, &phase2NonPlayersLists);


for i in phase1PlayersLists.len():
this->continentUpdateWorkers->ScheduleUpdate(diff, phase1PlayersLists[i], phase1NonPlayersLists[i]);

this->continentUpdateWorkers->wait();

for i in phase2PlayersLists.len():
this->continentUpdateWorkers->ScheduleUpdate(diff, phase2PlayersLists[i], phase2NonPlayersLists[i]);

this->continentUpdateWorkers->wait();

// update transport

// other update related operations
}

void Worker::Update(diff, players, nonPlayers)
{
// Update sessions
for player in players:
player->GetSession()->MapRelatedUpdate(diff);


// Update creatures, pets, etc
for obj in nonPlayers:
obj->Update(diff);


// Update players
for player in players:
player->Update(diff);
}

```
rektbyfaith
01-17-2025, 12:16 PM #15

Archived author: walkline • Posted: 2025-01-17T12:16:39.519000+00:00
Original source

Suggested 2 phase update for continents (for non continents use the old method):

```
void Map::Update(diff)
{
// Divide players and non players into several lists and group lists by 2 phases based on there position on the grid.
// Example:
// 11233455
// 11233455
// ....
// 11233455
// 11233455
// Here grid divided into 5 lists.
// Odd list number would belong to phase 1, even list number would belong to phase 2.
std::vector<std::vector<Player*>> phase1PlayersLists;
std::vector<std::vector<Player*>> phase2PlayersLists;

std::vector<std::vector<Object*>> phase1NonPlayersLists;
std::vector<std::vector<Object*>> phase2NonPlayersLists;

this->DividePlayersToLists(players, &phase1PlayersLists, &phase2PlayersLists);
this->DivideNonPlayersToLists(nonPlayers, &phase1NonPlayersLists, &phase2NonPlayersLists);


for i in phase1PlayersLists.len():
this->continentUpdateWorkers->ScheduleUpdate(diff, phase1PlayersLists[i], phase1NonPlayersLists[i]);

this->continentUpdateWorkers->wait();

for i in phase2PlayersLists.len():
this->continentUpdateWorkers->ScheduleUpdate(diff, phase2PlayersLists[i], phase2NonPlayersLists[i]);

this->continentUpdateWorkers->wait();

// update transport

// other update related operations
}

void Worker::Update(diff, players, nonPlayers)
{
// Update sessions
for player in players:
player->GetSession()->MapRelatedUpdate(diff);


// Update creatures, pets, etc
for obj in nonPlayers:
obj->Update(diff);


// Update players
for player in players:
player->Update(diff);
}

```

rektbyfaith
Administrator
0
01-17-2025, 01:12 PM
#16
Archived author: sudlud • Posted: 2025-01-17T13:12:21.138000+00:00
Original source

i would have assumed that animation is handled by the client
rektbyfaith
01-17-2025, 01:12 PM #16

Archived author: sudlud • Posted: 2025-01-17T13:12:21.138000+00:00
Original source

i would have assumed that animation is handled by the client

rektbyfaith
Administrator
0
01-17-2025, 01:14 PM
#17
Archived author: sudlud • Posted: 2025-01-17T13:14:17.839000+00:00
Original source

oh there's even `SMART_ACTION_PLAY_SPELL_VISUAL`
rektbyfaith
01-17-2025, 01:14 PM #17

Archived author: sudlud • Posted: 2025-01-17T13:14:17.839000+00:00
Original source

oh there's even `SMART_ACTION_PLAY_SPELL_VISUAL`

rektbyfaith
Administrator
0
01-17-2025, 02:22 PM
#18
Archived author: Takenbacon • Posted: 2025-01-17T14:22:59.004000+00:00
Original source

I mean i think you already know my stand point on it
rektbyfaith
01-17-2025, 02:22 PM #18

Archived author: Takenbacon • Posted: 2025-01-17T14:22:59.004000+00:00
Original source

I mean i think you already know my stand point on it

rektbyfaith
Administrator
0
01-17-2025, 02:23 PM
#19
Archived author: Takenbacon • Posted: 2025-01-17T14:23:29.418000+00:00
Original source

Let me get home first though
rektbyfaith
01-17-2025, 02:23 PM #19

Archived author: Takenbacon • Posted: 2025-01-17T14:23:29.418000+00:00
Original source

Let me get home first though

rektbyfaith
Administrator
0
01-17-2025, 02:50 PM
#20
Archived author: walkline • Posted: 2025-01-17T14:50:24.436000+00:00
Original source

Yeah, sorry for bothering you with this again. But recently I looked into some implementation details of the containers for players and non-players on the map, and it seems like it's not an issue for this specific implementation. So I need new arguments why I should forget about this
rektbyfaith
01-17-2025, 02:50 PM #20

Archived author: walkline • Posted: 2025-01-17T14:50:24.436000+00:00
Original source

Yeah, sorry for bothering you with this again. But recently I looked into some implementation details of the containers for players and non-players on the map, and it seems like it's not an issue for this specific implementation. So I need new arguments why I should forget about this

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