Forums WoW Modding Support Archives WoWModding Support Archives [DiscordArchive] though if it's just 300 soldiers, couldn't you just random them around across the 32 bits you alread

[DiscordArchive] though if it's just 300 soldiers, couldn't you just random them around across the 32 bits you alread

[DiscordArchive] though if it's just 300 soldiers, couldn't you just random them around across the 32 bits you alread

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rektbyfaith
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07-18-2022, 08:27 PM
#21
Archived author: whatwere • Posted: 2022-07-18T20:27:04.904000+00:00
Original source

I realistically see a thousand or so across all of EK and Kali
I remember seeing something about using JSon formats to store arrays in mysql so I wouldn't have to store too many of the same GUIDs for a variety of keys, I wonder if that's more efficient than using bitfields purely in the database.
rektbyfaith
07-18-2022, 08:27 PM #21

Archived author: whatwere • Posted: 2022-07-18T20:27:04.904000+00:00
Original source

I realistically see a thousand or so across all of EK and Kali
I remember seeing something about using JSon formats to store arrays in mysql so I wouldn't have to store too many of the same GUIDs for a variety of keys, I wonder if that's more efficient than using bitfields purely in the database.

rektbyfaith
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07-18-2022, 08:31 PM
#22
Archived author: <o> • Posted: 2022-07-18T20:31:01.422000+00:00
Original source

that's the same consideration as doing it in memory, it's only worthwhile if you only expect your players to use a very small minority of the resources. If they use a majority of them, key/value stores is just more memory
rektbyfaith
07-18-2022, 08:31 PM #22

Archived author: <o> • Posted: 2022-07-18T20:31:01.422000+00:00
Original source

that's the same consideration as doing it in memory, it's only worthwhile if you only expect your players to use a very small minority of the resources. If they use a majority of them, key/value stores is just more memory

rektbyfaith
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07-18-2022, 08:34 PM
#23
Archived author: <o> • Posted: 2022-07-18T20:34:03.596000+00:00
Original source

the characters row itself is about 300 bytes to memory, but a single character takes up far more memory in practice, a few kb at least because of all the other fluff. Meanwhile, 1000 bits in a blob is 30 bytes
rektbyfaith
07-18-2022, 08:34 PM #23

Archived author: <o> • Posted: 2022-07-18T20:34:03.596000+00:00
Original source

the characters row itself is about 300 bytes to memory, but a single character takes up far more memory in practice, a few kb at least because of all the other fluff. Meanwhile, 1000 bits in a blob is 30 bytes

rektbyfaith
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07-18-2022, 08:35 PM
#24
Archived author: <o> • Posted: 2022-07-18T20:35:06.394000+00:00
Original source

for 10 million players, that's just 300mb
rektbyfaith
07-18-2022, 08:35 PM #24

Archived author: <o> • Posted: 2022-07-18T20:35:06.394000+00:00
Original source

for 10 million players, that's just 300mb

rektbyfaith
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07-18-2022, 08:45 PM
#25
Archived author: whatwere • Posted: 2022-07-18T20:45:51.477000+00:00
Original source

Thinking back on it, I can reduce it to an std::map for players, and a single uint for non-players (gobjects, creatures) and just put them in the same phase if the players map[gobject template id] isn't false.
Actually two maps might be smarter, one for things which are revealed by default and one for things that are not revealed by default. I lose a lot of hypothetical functionality and make the scripts more linear but I can make due without it design wise.
rektbyfaith
07-18-2022, 08:45 PM #25

Archived author: whatwere • Posted: 2022-07-18T20:45:51.477000+00:00
Original source

Thinking back on it, I can reduce it to an std::map for players, and a single uint for non-players (gobjects, creatures) and just put them in the same phase if the players map[gobject template id] isn't false.
Actually two maps might be smarter, one for things which are revealed by default and one for things that are not revealed by default. I lose a lot of hypothetical functionality and make the scripts more linear but I can make due without it design wise.

rektbyfaith
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07-18-2022, 08:49 PM
#26
Archived author: <o> • Posted: 2022-07-18T20:49:12.657000+00:00
Original source

you don't need to replace the visibility system itself with your map extension, just extend it instead
rektbyfaith
07-18-2022, 08:49 PM #26

Archived author: <o> • Posted: 2022-07-18T20:49:12.657000+00:00
Original source

you don't need to replace the visibility system itself with your map extension, just extend it instead

rektbyfaith
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07-18-2022, 08:50 PM
#27
Archived author: <o> • Posted: 2022-07-18T20:50:16.663000+00:00
Original source

if you use key/value lookups for all visibility updates, you'll seriously degrade server performance
rektbyfaith
07-18-2022, 08:50 PM #27

Archived author: <o> • Posted: 2022-07-18T20:50:16.663000+00:00
Original source

if you use key/value lookups for all visibility updates, you'll seriously degrade server performance

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