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Ambal

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Everything posted by Ambal

  1. There are alot of work should be done on mangos core to improve stability in multi-threaded environment... I'm currently start making next patch we planned with Vladimir. I'm sure, in nearest 1-2 months mangos' performance will advance in huge steps
  2. These are very good news! Thanks everyone involved in patch tests for your feedback More great patches to come soon
  3. Yes, set visibility distance between 66-90 yards. And check if you've updated your config file with new visibility settings, provided by this patch.
  4. This patch will not get into GIT Infinity is on weekend now, so in nearest time you're on your own updating this patch.
  5. Fixed VisitCircle() algorithm - it is more simple and precise now... First post updated. P.S. Check CellImpl.h - all changes in v1.10 there, so you don't have to reapply whole patch again.
  6. No, it is not possible to make these options configurable through mangos.conf file.
  7. yeah, but we talking about programming here and not about master-student-mathematical-background, right? I'm not willing to spend time on calculating things which are super fast in theory and useless in real-world. I prefer real numbers aka 'CPU usage cut down by 12%' etc P.S. Want some statistics, then you need to use code profiler and not paper calculations
  8. Patch 1.13 introduced possible crash, when accessing information about player who logged out... New patch uploaded. Sry
  9. Man, apply patch and get real-world results and not 'theory bla-bla-blas' If you want to suggest something much faster, you are welcome.
  10. Homenixx, please, provide your CPU usage comparison with this patch as well as visibility settings you use P.S. nanounico, this patch can be used with mtmaps.
  11. Yes, great patch, GriffonHeart
  12. Sounds like an offense In practice I do not post optimization patches if they do not offer performance improvements. Plus, this patch allows you to have any visibility distances w/o need to play with MAX_NUMBER_OF_CELLS define. So, if you want theory, draw a square 5x5 cells. Place a dot in central cell <- this is your player/mob/whatever. If you are familiar with current cell search system, you'll notice that with ALL_DISTRICT flag specified for cell search you ALWAYS visit 9 cells around object, and you are ALWAYS limited(!) to these 9 cells. Now, draw 2 squares with dot in central cell as its center: 1) small one which fits inside central square - here you can calculate benefits for small radiuses. 2) big one, which covers all 5x5 cells - here you can understand, why this algorithm works with any cell sizes. Have fun torturing your brain
  13. Homenixx, what CPU usage do you have w/o this patch? And what are the values of Visibility.Distance.Creature and Visibility.Distance.Player in your config?
  14. Code cleanups in WorldSession::Logout() procedure. Patch updated to latest 8158 rev. First post updated P.S. If you have troubles with merging this patch with CellSearch one in Map.cpp, this conflict can be easely solved by adding m_VisibleDistance(DEFAULT_VISIBILITY_DISTANCE) to Map::Map() constructor.
  15. You need to restart your server for changes to take effect. I'll try think how to update visibility distances with .reload config option.
  16. Ok, thank you. Could you lower your settings to Visibility.Distance.Continents = 90 Visibility.Distance.Instances = 90 Visibility.Distance.BGArenas = 90 Visibility.Distance.Object = 90 Visibility.Distance.InFlight = 90 and tell if this help. Standart setting are offlike + we have very unoptimized visibility calculations right now. This is why you might experience lags. P.S. Most of servers have even lower visibility distances: Visibility.Distance.Continents = 66 Visibility.Distance.Instances = 66 Visibility.Distance.BGArenas = 66 Visibility.Distance.Object = 66 Visibility.Distance.InFlight = 66 So you can try these too.
  17. Homenixx, could you provide more details about visibility distances you use? Didn't you forget to update your server config?
  18. Uploaded a new version. Cell search algorithm improved. Also there are improvements in server config, added 3 more options: Visibility.Distance.Continents = 90 Visibility.Distance.Instances = 120 Visibility.Distance.BGArenas = 180 Now you are able to control visibility distances on continents, in instances and in Arenas/BGs separately. Some old values aka Visibility.Distance.Creature and Visibility.Distance.Player removed. WARNING: I set up MAX_NUMBER_OF_CELLS 16, so report any problems with functionality/server stability with it. And don't forget about crashdumps
  19. Provide crashdump, please. With this patch you can get only 'assertion failed'.
  20. libgomp: Out of memory allocating 203650913088 bytes <- this means process tried to allocate 203 GB(!) of memory space
  21. Use MAX_NUMBER_OF_CELLS 8, this value is tested and proved to be effective.
  22. This is one-line patch, look at yours and you'll 100% guess what I suggested
  23. Similar patch I already suggested to devs today. Thanks It is not cause of crashes. This is the reason why we cannot have MAX_NUMBER_OF_CELLS > 8 if not fixed
  24. First post updated. Cell search algorithm updated. Also we tracked down, why 3.1.3 performance degraded so badly: increasing cell size to 133 yards instead of 66 yards in 0.12 branch caused this. So I reverted this change with no loss to visible range (up to 166 yards). Fixed a crash with fishing :huh: Check GridDefines.h: #define MAX_NUMBER_OF_CELLS 8 #define CENTER_GRID_CELL_ID 256 This is how it was in 0.12 branch. You are free to change 3.1.3 sources to get lost performance back
  25. Guys, do I have to remind you this everytime: if you have crashes, post crashdump, jeez! I can't help if you will just remove patch and say 'it turns server unstable'...
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