Go Back   EQEmulator Home > EQEmulator Forums > Development > Development::Feature Requests

Development::Feature Requests Post suggestions/feature requests here.

Reply
 
Thread Tools Display Modes
  #1  
Old 10-10-2008, 07:16 PM
Rocker8956
Hill Giant
 
Join Date: Sep 2007
Posts: 117
Default Trimming variable fat

This is probably an amateur coder question but I am an amateur coder so…
I was looking through some of my recent code submissions and noticed I use int in places uint8 or uint16 would suffice. Would it be worth going through the code and trimming the fat on some of the variables?

Also, does a uint8 process faster and use less memory than a uint16?

Here is my list of variables I think could be trimmed (if you can think of more please let me know)

Code:
Reference	Type		Min	Max
Level 		uint8 		0 	255
ZoneID 		uint16 		0  	65535
charID 		uint16 		0 	65535 
accountID 	uint16 	 	0 	65535 
spawnID 	uint32 		0 	4294967295
Regarding accountID and charID, I doubt a server should ever reach 65535 accounts/characters in its database. Am I wrong?

I am willing to look through the code and make the changes. Just want to be certain I am not wasting my time or messing something up.
Reply With Quote
  #2  
Old 10-10-2008, 10:36 PM
AndMetal
Developer
 
Join Date: Mar 2007
Location: Ohio
Posts: 648
Default

Unless I'm missing something, using uint8 vs uint16 will use 50% less memory to store the number (1 byte vs 2 bytes). On a small scale, it's not really that big of a deal (1 megabyte is 1,048,576 bytes). However, in the long run, it's a good idea to use the smaller data types. When it comes to processing cycles, I have no idea what kind of impact that would have.

The big thing we need to keep in mind is expandability. That's why Y2K happened in the first place.

I think Level & ZoneID should be fine as 8/16 bit respectively, but if we made charID and accountID 16 bit, some of the higher population servers will run into issues before too long (if they wouldn't currently). I know on my server since I started it sometime in 2007, I have 2185 accounts with 4673 characters. At most, I think I've had 7 people on at once. Compare that to a server like PEQ, and you're talking about 50 times as many people on at peak times. That doesn't include people deleting characters (the database won't reuse those old character IDs). I would guess that would put total characters somewhere in the ballpark of 40,000 to 100,000.

I think, if it were possible, a 24 bit integer, similar to MEDIUMINT in MySQL, might be a good compromise. However, I think it's better to just keep them as 32 bit integers.

I think a bigger optimization would be trimming down temporary data used in functions (for loops and such). I don't think the time investment would be worth the memory/performance increase, but it's still the "better" way to do it.
__________________
GM-Impossible of 'A work in progress'
A non-legit PEQ DB server
How to create your own non-legit server

My Contributions to the Wiki
Reply With Quote
  #3  
Old 10-10-2008, 10:50 PM
cavedude's Avatar
cavedude
The PEQ Dude
 
Join Date: Apr 2003
Location: -
Posts: 1,988
Default

Quote:
Originally Posted by AndMetal View Post
Compare that to a server like PEQ, and you're talking about 50 times as many people on at peak times. That doesn't include people deleting characters (the database won't reuse those old character IDs). I would guess that would put total characters somewhere in the ballpark of 40,000 to 100,000.
Right on, 44,011 characters, 19,414 accounts.
Reply With Quote
  #4  
Old 10-11-2008, 01:48 AM
ChaosSlayer
Demi-God
 
Join Date: May 2007
Posts: 1,032
Default

while we on the subject of too low caps, how about:

-increase stat/resist cap value on items above 127
-increase max lev cap value above 255
-increase player mana/hp cap value above 32k (this one becoming an issue on more than just a few servers allready)
Reply With Quote
  #5  
Old 10-14-2008, 12:07 AM
AndMetal
Developer
 
Join Date: Mar 2007
Location: Ohio
Posts: 648
Default

Quote:
Originally Posted by ChaosSlayer View Post
while we on the subject of too low caps, how about:

-increase stat/resist cap value on items above 127
-increase max lev cap value above 255
-increase player mana/hp cap value above 32k (this one becoming an issue on more than just a few servers allready)
I think these start to tie into client limitations. Here is what the server utilizes:
zone/mob.h
Code:
	sint16	AC;
	sint32	HP;
	sint32	HPRegen;
	sint32	ManaRegen;
	sint32	EnduranceRegen;
	sint16	Mana;
	sint32	Endurance;
	sint16	ATK;
	sint16	STR;
	sint16	STA;
	sint16	DEX;
	sint16	AGI;
	sint16	INT;
	sint16	WIS;
	sint16	CHA;
	sint16	MR;
	sint16	FR;
	sint16	CR;
	sint16	PR;
	sint16	DR;
so they could theoretically go up to 32,767 for most stats, including mana (this could probably stand to be changed to 32-bit, seeing as how Client::CalcMaxMana returns it as such), & 2,147,483,647 for HP.
__________________
GM-Impossible of 'A work in progress'
A non-legit PEQ DB server
How to create your own non-legit server

My Contributions to the Wiki
Reply With Quote
  #6  
Old 10-15-2008, 08:45 AM
spoon
Sarnak
 
Join Date: Aug 2007
Posts: 34
Default

edit: brain fart
Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

   

All times are GMT -4. The time now is 07:29 PM.


 

Everquest is a registered trademark of Daybreak Game Company LLC.
EQEmulator is not associated or affiliated in any way with Daybreak Game Company LLC.
Except where otherwise noted, this site is licensed under a Creative Commons License.
       
Powered by vBulletin®, Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Template by Bluepearl Design and vBulletin Templates - Ver3.3