[DiscordArchive] Question is, whether I should expect some possible performance impacts if each player would have all
[DiscordArchive] Question is, whether I should expect some possible performance impacts if each player would have all
Archived author: Vel • Posted: 2025-09-22T19:31:57.974000+00:00
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Question is, whether I should expect some possible performance impacts if each player would have all 55093 item appearances unlocked?
Archived author: Tea • Posted: 2025-09-22T19:34:15.656000+00:00
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from just having them? no, not at all
Archived author: Tea • Posted: 2025-09-22T19:34:28.751000+00:00
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its the learning part thats perf intensive
Archived author: Vel • Posted: 2025-09-22T19:36:38.438000+00:00
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Oh, then that's fine. So if 100 players run around with 55093 item appearances added it's completely fine?... I think I can just implement something like "ingame catalogue" player can browse and search by name and by clicking on the appearance it will get added. So that way they can basically find what they like and we actually don't need to add them to them on the very beginning.
Archived author: Tea • Posted: 2025-09-22T19:38:09.537000+00:00
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yeah, all its going to cause after learning is 37kb of memory use (per player) for the bitarray
Archived author: Tea • Posted: 2025-09-22T19:38:17.158000+00:00
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but that doesnt take any cpu time
Archived author: Vel • Posted: 2025-09-22T19:39:28.204000+00:00
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And where is the player X item appearance stored? If it's like a relation table I can just cram the SQL inserts there maybe?
Archived author: Tea • Posted: 2025-09-22T19:44:10.151000+00:00
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auth db
Archived author: Tea • Posted: 2025-09-22T19:44:10.638000+00:00
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battlenet_item_appearances
Archived author: Vel • Posted: 2025-09-22T19:49:41.466000+00:00
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Thanks. What will happen if player has all 55K appearances added and they log in without cache etc. Or if we add them using some bulk SQL on character create. When he logs in, it should show them like `[Some item] has ben added to your appearance collection.` because I guess server has to actually deliver those packets to the player. Wouldn't this just instantly kill the client?