Jump to content

Recommended Posts

Posted (edited)

Still you should have handled it 3d :P

 

InRadius handles the case when it's needed. There's no need to pick 3d, it only adds more complexion for extremely rare case (ToI only, catacombs aren't enough deep to be on layer -2, or your region system is even worst than I imagined). If you can filter 500+ objects during a siege, you can handle 150 (at worst, on ToI). I got 44k regions fully initialized (I divided the region size from 4k to 2k, which matches your beloved GC and Classic distance), how much do you have lazy initialized ?

 

What's the point to get a sky and a wyvern if your view is blocked at 3k (or even lowest if you handle catacombs correctly) max looking the sky ? And if you successfully handle catacombs, then the layer Z is probably even less, meaning you got multiple kk of regions and can't see any wyvern player.

 

You got like 90% of your zones which got no use to exist, only for wyvern players. And GMs falling from the sky when they use teleport button :D.

 

Even with your Z stuff you probably can get packets from catacombs. Except if you created layers of 500-1000 Z. Even 2k is probably too much.

 

PS : 2.506.752, that's the current number of zones on L2JUnity, if you didn't edit values since your free share. I had initially 11k areas, now 44k. I don't even know what's your region size, mine is 2k. That's 2.5kk CHMap (to initialize, so the real cost... You got no clue until someone decides to take a wyvern and pass through all cells), 7.5kk integers and 2.5kk boolean. And probably an enormous amount of tasks to handle since you got (probably) little Z. So keep your Z stuff, I don't want it :D.

Edited by Tryskell
Posted
before 12-7-2017 i join every day ( 2-3 times ) now tell me next year if i join again
i never said i start project with aCis 230 ( i start develop with this pack on 2012 as i remember )

my English is not very good ( maybe I can not explain it correctly )

and if you can ( change from image the mail plz )

InRadius handles the case when it's needed. There's no need to pick 3d, it only adds more complexion for extremely rare case (ToI only, catacombs aren't enough deep to be on layer -2, or your region system is even worst than I imagined). If you can filter 500+ objects during a siege, you can handle 150 (at worst, on ToI). I got 44k regions fully initialized (I divided the region size from 4k to 2k, which matches your beloved GC and Classic distance), how much do you have lazy initialized ?

 

What's the point to get a sky and a wyvern if your view is blocked at 3k (or even lowest if you handle catacombs correctly) max looking the sky ? And if you successfully handle catacombs, then the layer Z is probably even less, meaning you got multiple kk of regions and can't see any wyvern player.

 

You got like 90% of your zones which got no use to exist, only for wyvern players. And GMs falling from the sky when they use teleport button :D.

 

Even with your Z stuff you probably can get packets from catacombs. Except if you created layers of 500-1000 Z. Even 2k is probably too much.

your signature talk about L2Off standards in l2j pack ... so that is not custom ?
interlude client no have good performance ( if get more packet the fps dropped )
and on one mass pvp on door in Baium all has more lag
or in siege with guards 
( and server send packets without reason )
about performance you can add one packet halder ( with range ) or 3D region 
Posted (edited)

 

...
your signature talk about L2Off standards in l2j pack ... so that is not custom ?

...

 

 

You got no clue about what you speak, and I didn't even understand that sentence.

 

Interlude client is far more ok than GC, from what I tested of GC (I lag on retail server with none around).

 

@sdw, I checked your implementation, a knownlist implementation can't be really different of another if it's correctly thought. You did like I did, more or less (mine is more sexy, but that's normal :D). Specifically on WorldRegion your only changes are :

- lazy initialization of CHMap (which is costy and anyway you're supposed to get ppl on regions) on your side

- you got Z support, which multiply by a huge numbers the overall zone number (for little benefit - at least on IL -, as explained higher ; and you didn't counter my arguments, for IL case).

- no list for zones and surrouding regions for L2JUnity (you calculate zones, I didn't dig where you put zones)

- I don't have a task, the region directly on/off ; you kept old L2J system.

 

Elfo is right, if you want to get performance boost, it's mostly packet based. Regroup packet send (InventoryUpdate, StatusUpdate) and on really populated areas, avoid to send magic effects at all.

 

117qw42.jpg

 

Bad, bad aCis without Z depth.

 

PS : I'm on the middle of the group. That's 4000 premo, with active AI. Do you think you got 4000 NPCs on ToI, the only place you can legitimately use a Z system knownlist on IL ? No. So. Z is pointless.

Edited by Tryskell
Posted
 

Every client will have issues with high population.

The reason why L2 can handle so many people in the first place is that it was made back in 2003 where the internet connections was 52kbit/sec (which was and is enough for L2OFF).

With a few tweaks (such as choosing to show less effects when a zone in populated, lazy loading knowlist members based on how important they are to the player and a tons of others optimizations) you can get even more performance out of any pack.

The only thing that acis currently doesn't have performance wise and it should is the multithreaded mmo core.

 

At least Tryskell speaks with code, not words, and i have to give him that. 

We've never seen actual good code from you pirama. (btw im not hating, i am sure you are a passionate guy but it is a fact that you never shared anything and you are just words)

is not the point if i'm good dev or not .. if i make good codes or not .. the point is if that what i said is truth or not

[GR]

re c oson afora ta share ( otan mathena ekana kapia mikra share kai oloi ekrazan kai oxi gia to an itan kalos o code i an eixe bug )

alla ena pou mou emine itan epidi itan idea toy 2010 kai egw to ekana share to 14 px ( an kai kati paromio den ypirxe ) ( den thimame ti itan )

sto aCis edosa 2-3 small fix ena eyxaristo den eipan pote ... gt na dosw kati megalitero ?

[/GR]

 

it's not my point to i share codes for show in someone , if i'm good or not , i don't care

 

You got no clue about what you speak, and I didn't even understand that sentence.

how you know ? if you don't understand what about i talk .. lol

Posted (edited)

The only thing I see Pirama is you didn't stop to answer me, and you're still answering on an aCis related topic while you said aCis was past.

 

Your mouth is full of wind, you are barely trustable and the only thing you do is what I call "barking". But well, I can't deny it : you do it well.

 

Learn some english please, that could help you.

 

And stating things like "aCis is crap" while you got nothing to offer, I mean... Ok that's your opinion, simply keep it for yourself as you can't provide a better product. And even with a product, it's pointless to say concurrents are crap, customers choose what is better for them.

 

Time to grow up Pirama, we aren't in 2007. Better use your keyboard to code something useful for the community.

Edited by Tryskell
Posted

The only thing I see Pirama is you didn't stop to answer me, and you're still answering on an aCis related topic while you said aCis was past.

 

Your mouth is full of wind, you are barely trustable and the only thing you do is what I call "barking". But well, I can't deny it : you do it well.

 

Learn some english please, that could help you.

i tell it but you only time reply my message ... and on all message you are flame to me

but the truth is for i loss many time to talk with people like you ...

ignore mode has open ( for dogs like you )

Posted

You made a half code check there. Point being retail uses Z, you don't, your call after that. Try with 10k Karik casting on yourself, more fun.

Posted

why bother for the server side, servers today are beasts, what about the crappy client nethandler that has zero optimization and drops the fps o zero on a crowded area? I mean server is rarely the source of problem even if shitty coded, L2 has a bad client.

Posted

L2 does have a bad client, yet retail does manage to do things l2j never did.

 

Network handling and knownlist are two of the problem server side.

Posted

You made a half code check there. Point being retail uses Z, you don't, your call after that. Try with 10k Karik casting on yourself, more fun.

 

For all reasons I explained I don't see the point to get Z on IL. I'm not right, you aren't wrong. I just use an optimized way which fit IL better (and it's not like I "forgot" Z, russians forks reworked knownlist way before L2JUnity, and had already Z).

 

10k ppl casting would be with a netcore issue, not knownlist system. That's why I disagree with xxdem, while server ressources become more powerful, a code bottleneck stays a code bottleneck - and L2J MMOCore is definitively not adapted to the task.

Posted

For all reasons I explained I don't see the point to get Z on IL. I'm not right, you aren't wrong. I just use an optimized way which fit IL better (and it's not like I "forgot" Z, russians forks reworked knownlist way before L2JUnity, and had already Z).

 

10k ppl casting would be with a netcore issue, not knownlist system. That's why I disagree with xxdem, while server ressources become more powerful, a code bottleneck stays a code bottleneck - and L2J MMOCore is definitively not adapted to the task.

 

IL is the worst chronicle in terms of performance and optimization, try to spawn 10k kariks with PHX and make them cast a skill, you won't like what you're going to see

Guest
This topic is now closed to further replies.



  • Posts

    • these are all my interfaces)
    • Updates:    Revision 568: 2020-10-28 Fix: -Mp potions thanks to RuLLezZ for report. -Archangels(Baium) attack. -geonegine doors npe. -geoengine layer correction. -boats are now properly working. -max enchant protection ,thanks to RuLLezZ-Fortitude for report. -character selection enchant effect,thanks to RuLLezZ-Fortitude for report. -multisell exploit. -SevenSigns leak-optimize. -pledge visual packet. -Party match room unhardcoded newid. -party match room auto join l2off like. Skills fix: -Force Meditation. -skill type: TARGET_MULTIFACE properly working. Rework: -sql connection pt2. -community board ClanList.java (from 120 lines to 65) -community board CastleStatus.java -community board RaidList.java optimize: -sql: player item restore. -Cboard HeroList update every 4 hours(avoid to execute sql connection on click.) Remove: -top players from cboard(and kept the one from rank system, in order to work you must enable the rank system) -   Revision 569: 2020-12-14 Fix: -npe onMagicFinalizer. -FrequentSkill npe. -Cyrillic characters support in cboard ,thanks to Fortitude for report. -255 tutorial message,thanks to Fortitude for report. -cboard switch typo,thanks to Fortitude for report. -multiply statement , thanks to Fortitude for report. -allow to interact with dead monsters to use "sweep" correctly. -potions are now visible under buffs(l2off like). -hp-mp negative value. -optimize-fix updateAbnormalEffect unnecessary packet broadcast. now it will send the update only if abnormal effects are in use or effected by somone,which is lead to a huge broadcast optimize. Monster behavior: -onAggression remove minion assist(l2 off like), -onAggression minions are following master and attacking only when we attack master-minion.tested on advext. Skills fix: -lure(skill) behavior on monster,thanks nijota for report. Rework: CharEffectList.java optimize: (Custom)EventEgnine: "asynchronize" teleport to avoid massive lag. -   Revision 570: 2021-04-11 Fix: -client-server desync(jump backward ,weird effect) while pressing attack and try to move away. -npe on player protection. -npe on summon magic skill use. -npe on use item. -on duel: you can attack summons properly.(with same duel id) -on duel finish: summons are now stop attacking and return to their owner. -soulshot properly usage after finish casting. -party member position. thanks Cibo for report. -combat-chase movement system. -Antharas-Valakas Shock skill effect l2off like. -properly remove cubics on restart-logout. -status update avoid sending unnecessary packets. -On equip-unequip item avoid sending unnecessary packets. -Revert L2GamePacketHandler.java to switch method. -shortcut doubling(properly update). thanks to ragef for report. -Event engine teleport , thanks to daffynash for report. Quest fix: -Q115_TheOtherSideOfTruth: Misa Spawn at night. thanks Cibo for report. -Q648_AnIceMerchantsDream: Steward on talk html. thanks Cibo for report. Skills fix: -augment stack. Rework: -Friend system (client-server packets l2off like). -   Revision 571: 2021-09-11 Bug fix: -avoid following target after restart-logout , thanks to EXCLUS1VE for report. -pick up stuck , thanks to EXCLUS1VE for report. -summon patk/matk speed visual animation. -summon attack request , thanks to EXCLUS1VE for report. -effect relax , thanks to EXCLUS1VE for report. -formulas hitmiss , thanks to EXCLUS1VE for report. -Social action request , thanks to EXCLUS1VE for report. -cubic attack , thanks to EXCLUS1VE for report. -Party match room chat, thanks to EXCLUS1VE for report. -pick up issue , thanks to EXCLUS1VE for report. -pet npe, thanks to EXCLUS1VE for report. Rework: -player template. -skilltreedata. -RequestAquireSkill. -RequestAquireSkillInfo. -RequestExEnchantSkill. -RequestExEnchantSkillInfo. -AcquireSkillList. -ExEnchantSkillList. Optimize: -players got their own getMoveSpeed getter , and triggers when speed change by user(walk/run commands) or buff-debuff, that way we avoid unnecessary speed calculation by updateposition task that literaly spam the calculators. -castle traps are optimized and enabled. damage calculation formula: -blow damage position bonus. -when you make a magic critical hit, the magic damage is now tripled. -melee normal attack Damage position bonus. Implement: -new vote api system.(npc-> //spawn 61) Organization: FenceManager moved in -> datatables/xml and rename to FenceData. Remove: -old antibot system and kept only one as main. -old vote system. -   Revision 572: 2022-01-08 fix -Elroki , ToIVortex , Pagan , Oracle teleporters. -shop distance(sell-buy) bug, thanks to exclusive for report. -Monster Derby Track teleport. thanks to lorka for report. -MissQueen multisell coupon. thanks to lorka for report. -Olympiad spectator error thanks to magister for report. -Quest ShowResult replace objId instead name. -html over 200++ corrections typo - bypass. -(Custom config) DAGGERS-ARCHERS wear HEAVY-LIGHT on use item unequip equipped item if config is false , to avoid stuck , thanks to exclusive for report. -Npe on connection close , thanks to exclusive for report. -Herbs auto destroy , thanks to exclusive for report. Spawn: -Implement L2off spawn data and territory system. -xml spawn list added inside datapack data/xml/spawn. -Sql spawn list has been merged with new spawn system and manage only the custom admin //spawn. -Territory Monsters randomly spawn in their territory. -Shift click on monters -> "visual" will allow you to check their territory. Skill fix: -fixed all chance skills. Optimize: -NpcData.java -PetNameTable -Siege(tasks - sql connection) Implement: -Server-Player Variable -ClientSetTime packet. -AttackDeadTarget packet. -AttackinCoolTime packet. -AttackOutOfRange packet. Rework: -L2BossSpawnInstance Clean up - Delete: -remove L2ProtectorInstance. -remove unused configs. -remove AdminUnblockIp. -remove VipTeleportCmd. -AdminCommands.xml clean up. Organization: -AutoSpawnHandler,L2Spawn,SpawnData,SpawnTerritory moved inside gameserver.model.spawn . Dont forget: to update your databse and use geodata!!! is important for the new spawn system! -   Revision 573-574: 2022-02-04 fix -Herbs auto destroy time (14 seconds) -Clan skills learn npe , thanks to Ziklis for report. -potions visual bug , thanks to Ziklis for report. Optimize: -Quest engine. -Hero engine. -SevenSigns. -Event engine. Implement: -Siegable Clan Halls (from l2j thanks to Zoey76) you can use //siege ingame for test. -Spawn data spawn_bydefault field. -CustomSpawnManager (holds npc spawn data by field "spawn_bydefault" that equals false) Clean up - Delete: -delete:EventStats.java -delete:pmoff - tradeoff handlers and merge in one (.menu voiced) -spawnlist old sql file. -   Revision 575: 2022-05-14 Fix: -Clan Skills , thanks to shush for report. -Olympiad doDie error , thanks to shush and Elliot for report. -backstub 100 % succes if attacker is behind of target. -player siege state status update. -CrownManager unhardcoded checkCrowns. -   Revision 576: 2022-07-21 Fix: -Elven Fortress teleport. thanks to JMD for report. -Traders when geodata enabled. thanks to JMD for report. -Summon Cp Potion(skills store-restore has been fixed) thanks to Noone4 for report. -Elixir reuse time , to Noone4 for report.   - Revision 577: 2022-09-25 Fix: -Drop item location.(items cannot be dropped inside wall etc, geodata must be enabled) -Hero count. Npc -Dark Choir Lancer heigh correction -Dark Choir Captain heigh correction Misc Ai: -Implement NpcWalkerTaskManager(handle npc walker ai). Misc: -isNewBie delete config-sql-getters and now depends on level. -TopRankManager is now available(merged with community board) holding stats for top players pvp-pk etc. -   Revision 578: 2022-11-07 Misc: Sql typo , thanks to noone4. Rework: -Balancer.(also save button added at the bottom) - Revision 579: 2023-03-28 Fix: -Multisell ingredient for clan points, thanks to noone4 for report. -Raid respawn time, thanks to noone4 for report. -Quest delay , thanks to noone4 for report. -Minion respawn task, thanks to noone4 for report. Rework: -Achievement Engine.(rework and optimize). -Couple - Wedding Manager.(rework and optimize). Delete: -WeddingCmd (voiced command) , wedding is now available only on npc manager. Dont forget to update your sql tables and config files.    -   Revision 580: Fix: -Start creatures AI only when they are in active region. -Subclass : In order to change the base class you can only manage it by using the master with the same type, thanks  to noone4 for report. -olympiad check item restriction and unharcoded. -monster properly delete by admin command , thanks to noone4 for report. -Zaken properly attack. thanks to l2valhalla for report. -QueenAnt nurse heal. thanks to l2valhalla for report. -Door region check to avoid stuck while wallking through.thanks to l2valhalla for report. -Rain of Fire (1296) skill radius , thanks to millerose for report. -Frost Wall (1174) skill radius , thanks to millerose for report. -RaidBossSpawnManager calendar replaced with system current time millis. -VIPTvT npe on selectNewVipOfTeam , .thanks to l2valhalla for report. -onActionShift spawn-territory npe. -L2Party properly change party leader. -AutoAttackable class cast exeption. -RequestMagicSkilluse AIOB. -L2StaticObjectInstance npe. Rework: -Project update to java 17.(you can download latest jdk version here: https://adoptium.net/temurin/releases/ ) -Remove MysqlConnector and implement MariaDb. -GeoEngine.(currently working only with l2j type , download the new geodata here: https://www.mediafire.com/file/c2tvxwt5bz086jh/geodata.rar/file ) -DoorData. -Geometry algorithm. -SQL account manager. -CustomSpawnManager(Handle npcs-monsters that are not spawned by default via xml spawn.) -L2Skill.java getTargetList rework and cleanup : case TARGET_AURA , case TARGET_AREA , case TARGET_MULTIFACE , case TARGET_PARTY ,  avoid unnecessary - heavy tasks(optimized). -Impement: -Support api for https://l2rankzone.com/ . -Admin Bookmark. -FakePlayer Chat. Organise: -CustomSpawnManager moved inside -> gameserver.model.spawn Delete: -Unused libs.   Revision 581: Fix -Fishing skill list properly show, thanks to ByDenisko for report. -Multisell enchanted items , thanks to ByDenisko for report. -Drop range between mercenary tickets. -Break Duress skill(461) , thanks to DevilMStar for report. -Interact-pickup tickets , thanks to DevilMStar for report. Rework: -refreshExpertisePenalty to avoid unnecessary calculation. -Mercenary tickets. -ClanGate skill handler.   -   Revision 582: Fix: -Siege guard aggro due to the last rework , thanks to ByDenisko for report. -Siege zone , thanks to ByDenisko for report. -Trade npe , thanks to ByDenisko for report. -Olympiad port player back position. -Antharas CCE , thanks to ByDenisko for report. -Interact exception , thanks to ByDenisko for report. -interact-pick up: action denied if the player is dead-fakedeath. (players can still interact with NPCs, but they must be within the designated interaction distance.) Rework: -Skills Array to ConcurrentSkipListMap. -L2AttackableAI think to avoid unnecessary - heavy tasks. Implement: -AutoSaveTaskManager. -AiThinkTaskManager wich handle attackable think. -Check for Event engine to activate-deactivate. -Admin zone cretion. Organization: -Rename gameserver.scrips -> gameserver.scripts   -   Revision:583 Java 21 ,DropItem-protection,ThreadPoolManager,Geongine,AdminTeleport,TopRankmanager Java 21: -The project has transitioned to Java (JDK) 21 for improved performance and features. Fix: -TopRankManager added snap list to avoid empty list while updating. -TopRankManager npe. -BookMark Teleport. -Siege: Allow pray only on the artifact spot. -Olympiad hp npe -Olympiad ip check npe -Olympiad teleport back npe Rework: -Reworked the whole Drop Protection concept and eliminated the need for synchronized methods and multiple tasks for each item.  The process is now centralized under a single manager: DropProtectionManager which centrally manages all items by one task for optimal efficiency. GeoEngine: -Maxiterations are now depends on mapsize and limit them to 13500. ThreadPoolManager: -ThreadPoolManager is now using java virtual pools.   -   Revision:584(latest 24/8/2025) RespawnTaskManager,TradeController,MerchantTaskManager,StatusListenerManager,FollowTaskManager,ItemAutoSaveTaskManager Rework: -Refactored inventory save system for improved efficiency The entire inventory save system has been restructured to eliminate redundancy and enhance performance. Previously, each item triggered its own database save Connection task (e.g., on equip, unequip, drop, add, etc.), resulting in overhead and complexity. Now, a centralized ItemAutoSaveTaskManager handles all pending item saves through a single, unified SQL connection task. -The entire creature respawn system has been restructured to eliminate redundant tasks and improve efficiency. Previously, each creature had its own separate respawn task, leading to potential overhead and complexity. Now, a centralized RespawnTaskManager handles all pending creature respawns through a single task. -TradeController has been restructured to eliminate redundant tasks by using MerchantTaskManager(same optimization as creature spawn) -StatusListenerManager now handles broadcast of statusUpdate(hp) -FollowTaskManager handles all following creatures through a single task. Fix: -clan hall buff support. thanks to Almaz. -Valakas Teleport. thanks to Almaz.  SQL Connection: Update MariaDB connector to 3.5.4          
    • isnt his i also find it on l2ketrawars  https://imgur.com/a/4BMldRQ someone lock the topic ,solved!
    • You might also take https://github.com/vercel-labs/agent-skills into consideration
    • Hay Algun datapack de L1 OFF ? 
  • Topics

×
×
  • Create New...

Important Information

This community uses essential cookies to function properly. Non-essential cookies and third-party services are used only with your consent. Read our Privacy Policy and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..

AdBlock Extension Detected!

Our website is made possible by displaying online advertisements to our members.

Please disable AdBlock browser extension first, to be able to use our community.

I've Disabled AdBlock