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trhyne

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  1. Many thanks, I'm getting the hang of it now. So outgoing messages are just shot downstream as they are broadcast? Packet traces I originally looked at seemed to indicate fairly consistent packets, so I figured there must be an outgoing queue I missed somewhere. Any idea if the official servers do it this way, too? Just curious... I'll look into Grids and cells. Much appreciate you pointing me at these.
  2. I'd like to become a code contributor, have synced the tree and begun the process of figuring out wth is going on with it. I've got a few questions regarding my understanding. I'll probably answer some of these myself over time, but any answers will ramp up my understanding faster! Are messages sent immediately or queued at all? If Queued, where's the basic server loop/thread that reads from sockets and signals them to send queued messages? Is Nagling (TCP_NODELAY off) generally turned on or off on public servers? If on, what drives the "lag conditions" to begin the process of aggregating packets? Is there a cutoff for "relevance" regarding information on NPCs and other PCs involving distance, or are you updated with movement/position on all entities in the current zone? Which events are generated for NPC positions -- Is it movement start/stop/turn/etc like PCs, or is there a more basic, less verbose set?
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