Re: [crossfire] Handling massive loot

2021-03-23 Thread Mark Wedel
I should just add, after the above: TLDR: simplest short term solution is limit pickup/drop to X items/action (tick). X could be a setting, so one can play around to what seems like a good value. This would require fairly minimal change to the code (just the pickup and drop logic to track

Re: [crossfire] Handling massive loot

2021-03-23 Thread Mark Wedel
So I had thought that in an ideal rewrite, there is 1 thread per map, and 1 thread per player (and maybe a few others that do stuff in the background). That keeps things relative simple - you just have per map and per player thread locks - if the thread has the lock, it can do whatever it

Re: [crossfire] Handling massive loot

2021-03-23 Thread Nathaniel Kipps
> slowing down the command processing from the client doesn't help out. If I understand correctly, the problem is less that commands are not processed quickly enough, and more that the drop command must be fully processed before the server can tick again. Here's a different (and probably flawed)

Re: [crossfire] SVN history issues

2021-03-23 Thread Klaus Elsbernd
-BEGIN PGP SIGNED MESSAGE- Hash: SHA512 Hello everybody, I've got some old arch.tar files from 2008 (crossfire-1.11), 2009 (crossfire-1.12), 2011 (crossfire-1.60), 2012 (crossfire-1.70) and maybe some data from 2017. Interested? Klaus Am 18.02.2021 um 07:20 schrieb Mark Wedel: > On

Re: [crossfire] Handling massive loot

2021-03-23 Thread Preston Crow
On 2021-03-23 00:27, Mark Wedel wrote: On 3/22/21 11:58 AM, Nicolas Weeger wrote: Hello. One issue that happens is server delays when dealing with big loot. For instance a player selling some thousands rods can stuck the server for some seconds... Or even dropping many items on a big pile