Commit graph

731 commits

Author SHA1 Message Date
devn00b
8932cab648 Almost Complete Down Below Pathing 2020-05-13 23:53:42 +00:00
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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
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"
This reverts commit cb352a6632.
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"
This reverts commit d5525a4d44.
2020-05-11 15:38:34 -04:00
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ee404ceff7 Revert "Revert "Exe Update""
This reverts commit a74e302352.
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"
This reverts commit 0f4b2a0ee4.
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"
This reverts commit d5525a4d44.
2020-05-11 15:32:05 -04:00
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492c430229 Revert "Disabled EQStream LogWrite, was causing high cpu"
This reverts commit 57f395bf8c.
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
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
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
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