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[Performance] Removed a timer where clients would constantly calculat…

…e light amount on equipment every 600ms, instead clients will update light when changing equipment or entering a zone
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Akkadius committed Mar 28, 2017
1 parent bf45a5a commit 47691c2102a0933c458b040b5c972355e158ecec
Showing with 2 additions and 11 deletions.
  1. +2 −0 changelog.txt
  2. +0 −1 zone/client.cpp
  3. +0 −1 zone/client.h
  4. +0 −9 zone/client_process.cpp
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@@ -3,6 +3,8 @@ EQEMu Changelog (Started on Sept 24, 2003 15:50)
== 03/28/2017 ==
Akkadius: [Performance] Fixed a large overhead issue where every single NPC in a zone was checking to depop themselves
as a swarm pet every 3ms regardless of being a swarm pet or not. Swarm pets now check to depop only when their timer is up
Akkadius: [Performance] Removed Clients constantly calculating light amount on equipment every 600ms, instead clients will update
light when changing equipment or entering a zone
== 03/27/2017 ==
Akkadius: [Performance] Reworked how client to NPC aggro checks are made
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@@ -153,7 +153,6 @@ Client::Client(EQStreamInterface* ieqs)
anon_toggle_timer(250),
afk_toggle_timer(250),
helm_toggle_timer(250),
light_update_timer(600),
aggro_meter_timer(AGGRO_METER_UPDATE_MS),
m_Proximity(FLT_MAX, FLT_MAX, FLT_MAX), //arbitrary large number
m_ZoneSummonLocation(-2.0f,-2.0f,-2.0f),
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@@ -1478,7 +1478,6 @@ class Client : public Mob
Timer anon_toggle_timer;
Timer afk_toggle_timer;
Timer helm_toggle_timer;
Timer light_update_timer;
Timer aggro_meter_timer;
Timer npc_close_scan_timer;
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@@ -251,15 +251,6 @@ bool Client::Process() {
}
}
if (light_update_timer.Check()) {
UpdateEquipmentLight();
if (UpdateActiveLight()) {
SendAppearancePacket(AT_Light, GetActiveLightType());
}
}
/* Build a close range list of NPC's */
if (npc_close_scan_timer.Check()) {

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