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4b617ba58e
Exe Updates
2020-05-12 23:19:14 -04:00
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4330ef93f6
Additional reduction of mutex locks in zone server processing/spawn processing/etc -- also replaced locks in EQStream to try to avoid additional desyncs
2020-05-12 23:16:37 -04:00
devn00b
cc48c8b7e0
Half of Down Below pathing/Cleanup Completed
2020-05-12 22:52:04 +00:00
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89e9d885c3
Merge branch 'master' of http://cutpon.com:3000/devn00b/EQ2EMu
2020-05-12 08:35:20 -04:00
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46647ad0bf
Exe Updates
2020-05-12 08:35:17 -04:00
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9aedae89f1
added check for loot drops table being empty
2020-05-12 08:35:09 -04:00
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a79b48aeb4
Restored mob movement command mutex to avoid crashes
2020-05-12 08:34:55 -04:00
root
bb01021b7c
Work started on DownBelow
2020-05-12 06:50:12 +00:00
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0499a11676
Exe Updates
2020-05-12 00:49:22 -04:00
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56f4d39864
Speed/CPU improvements
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Reverted movement manager to Entity, limited to just entity (NPC/Player)
spawn add timer moved to 1000 ms (or trigger on new spawn)
CombatProcess migrated to either movement check (100ms) or aggro check (every 2s) -- in other words not every 10ms.
Set a 1 ms sleep in the CombinePacketLoop
2020-05-12 00:49:13 -04:00
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423163d30c
Revert "Reducing mutex locks, reducing unnecessary calls by timers increased/utilized for certain processes"
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This reverts commit cb352a6632
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2020-05-12 00:35:16 -04:00
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89f9d58797
Exe Updates
2020-05-11 23:02:05 -04:00
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cb352a6632
Reducing mutex locks, reducing unnecessary calls by timers increased/utilized for certain processes
2020-05-11 23:01:58 -04:00
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270e4a5301
Exe Current
2020-05-11 15:40:05 -04:00
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675877ddf1
Revert "Exe Update"
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This reverts commit d5525a4d44
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2020-05-11 15:38:34 -04:00
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ee404ceff7
Revert "Revert "Exe Update""
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This reverts commit a74e302352
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2020-05-11 15:38:28 -04:00
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44537ad063
Revert "Disable LogWrite in EQStream causing high cpu even when debug not enabled"
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This reverts commit 0f4b2a0ee4
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2020-05-11 15:38:26 -04:00
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0f4b2a0ee4
Disable LogWrite in EQStream causing high cpu even when debug not enabled
2020-05-11 15:35:48 -04:00
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a74e302352
Revert "Exe Update"
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This reverts commit d5525a4d44
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2020-05-11 15:32:05 -04:00
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492c430229
Revert "Disabled EQStream LogWrite, was causing high cpu"
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This reverts commit 57f395bf8c
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2020-05-11 15:32:01 -04:00
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d5525a4d44
Exe Update
2020-05-11 15:31:32 -04:00
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57f395bf8c
Disabled EQStream LogWrite, was causing high cpu
2020-05-11 15:31:26 -04:00
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48b973454c
Fixed the proximities changes
2020-05-11 11:58:35 -04:00
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d44250947b
Exe Update
2020-05-11 11:49:31 -04:00
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5bd0deb900
avoid unnecessary processing for spawns that don't have spawn proximities (cpu improvement)
2020-05-11 11:49:26 -04:00
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49a0072218
Better logging for 'proc' function not triggering right so we know which spell
2020-05-11 11:49:06 -04:00
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ca59ce28a7
Exe Update
2020-05-11 08:57:41 -04:00
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de551afbbe
CheckProcs should be just using a vector
2020-05-11 08:57:35 -04:00
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63b847e52e
Exe Update
2020-05-11 08:46:20 -04:00
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07f9f741b5
Loot Chests and other specified objects will show interactive hand icon
2020-05-11 08:46:14 -04:00
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e3683ce088
Potential deadlock fix for CheckProc/RemoveProc
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11:32:11 E Mutex : The mutex Entity::m_procList called from RemoveProc at line 1269 timed out while waiting on readers!
11:32:11 E Mutex : The following functions had locks:
11:32:11 E Mutex : CheckProcs, number of locks = 1
Note: Might need to reinstantiate the spell pointer.. that remains to be seen
2020-05-11 08:44:49 -04:00
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569f9e8df2
Deadlock fix for SpellProcess
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11:32:06 E Mutex : The mutex SpellProcess::SpellCancelList called from AddSpellCancel at line 2266 timed out waiting on another writelock!
11:32:06 E Mutex : The following functions had locks:
11:32:06 E Mutex : Process, number of locks = 1
2020-05-11 08:43:36 -04:00
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db51c20a59
Exe Update
2020-05-10 22:10:37 -04:00
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9c71a0ebe0
PVP AE Player Group support
2020-05-10 22:10:31 -04:00
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70db14d9c7
Exe Update
2020-05-10 19:58:50 -04:00
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79af63b919
Additional spell PVP fixes
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if secondary target is available, we check if target is an enemy player first, if not then we attempt to see if secondary target is an 'enemy'
2020-05-10 19:58:43 -04:00
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bca344d64a
Exe Update
2020-05-10 19:08:05 -04:00
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58a94e862f
Fixed some spells not setting their direct target in PVP
2020-05-10 19:07:59 -04:00
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f7be056485
Exe Update
2020-05-10 18:18:23 -04:00
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42c26f4150
MovementMgr now takes in Spawn not Entity, also protected the command queue with a mutex due to cross thread contamination
2020-05-10 18:18:17 -04:00
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776beabac0
Exe Update
2020-05-10 14:09:13 -04:00
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7f24a9e0d9
Limit bug reports on spell range being 0 to a single report per startup of world
2020-05-10 14:09:08 -04:00
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3ef309619f
AFK Visual for players now works for newer clients (1188+)
2020-05-10 14:08:41 -04:00
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9ed978edbd
Exe Update
2020-05-10 11:03:54 -04:00
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6b7c210fc1
resolve constant sheething of weapons in combat -- outstanding problem weapon swinging
2020-05-10 11:03:44 -04:00
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25d9c9d93f
potential crash fix
2020-05-10 11:03:14 -04:00
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96d9076725
Exe Update
2020-05-09 23:31:53 -04:00
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c0632906b6
Fixed issues with some LUA movement scripts, also mobs engaged in combat should stop more abruptly and not run past you
2020-05-09 23:31:48 -04:00
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fb1807382e
Exe Update
2020-05-09 20:57:27 -04:00
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cbcac95674
Added Spawn Proximity code
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Fix #107
LUA AddSpawnProximity added:
Argument 1 is spawn to add the proximity
Argument 2 is spawn id OR location id
Argument 3 is 0 for spawn id OR 1 for location id
Argument 4 is distance
Argument 5 is in range function
Argument 6 is out of range function
AddSpawnProximity(NPC,locationid,1,15,"InRange","OutRange")AddSpawnProximity(NPC,spawnid,0,15,"InRange","OutRange")
created 'prespawn' LUA function, AddSpawnProximity can be called before the spawn is added
2020-05-09 20:57:21 -04:00