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[patch][8627] cleanup in Object and ObjectAccessor


Guest SilverIce

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deleted some unused and old functions

changed logic of Object::SendUpdateToPlayer function - no sense update object fields for all players around

(at SendUpdateObjectToAllExcept), because its already doing every world tick in ObjectAccessor::Update, so only create update packet building for object's viewer

at Player::UpdateVisibilityOf

       if(target->isVisibleForInState(this,viewPoint,false))
       {
           visibleNow.insert(target);
           target->BuildUpdate(data_updates);
           target->BuildCreateUpdateBlockForPlayer(&data, this);
           UpdateVisibilityOf_helper(m_clientGUIDs,target);

target->BuildUpdate(data_updates);

why not delete that function? it will call changed fields data building for all players around (here we must build only create data for viewer)

http://pastebin.ca/1588540

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why not delete that function? It will call changed fields data building for all players around (here we must build only create data for viewer)
Check 2 chars in one group trevel at boat.

Client in past has been sometime unhappy when data send in different order.

Also what about cases when one player in tick see another char but another not see first yet (update will send at next tick) and first char start attack another char.

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Check 2 chars in one group trevel at boat.

Client in past has been sometime unhappy when data send in different order.

Also what about cases when one player in tick see another char but another not see first yet (update will send at next tick) and first char start attack another char.

In case one player don't see another player(i.e. that player is not in visible guids) update fields data won't be created

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I meaning not see in _client_ but _must_ see, just client not recieved yet data.

In current state we make always send like update in same time (at least at server side), in you case more delay added including some code at server time calling... i worry about this.

I just suggest test some special cases when client crash in past dependent from updates order send: transports

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