Quote:
While the large amount of traffic being generated by AEing is definitely a concern, I don't think that is the actual cause of this issue. I think the problem is the server calculating it all at once. I think it gets so involved in the process of calculating the AE spells and hits and updates that it waits to long in between sending a keep alive to the client to keep them from crashing. At least that is my understanding of what AndMetal found.
Though, your idea is probably a good one to use anyway, because it would at least cut down on some unneeded bandwidth usage during AE.
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Hmm, I would think that the communication from server to client is threaded separately so it should have a chance at processor/nic card. There might be an issue where if they are in the same thread the calcs would prevent position updates (plus rest of packets needed to keep you in game) from happening. Would require threading specific parts of the packet lib that ONLY deal with keeping a player connected to its own dedicated thread.
If that is the problem threading it would probably also end up fixing all the LD's from zoning or multi boxing as a nice side effect. Of course finding the source and fixing it is not going to be easy, have to dig pretty deep in packet libs and pray the coder wrote good comments lol.