Packet / instance / knownobjectlist problems?

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Szponiasty
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Packet / instance / knownobjectlist problems?

Post by Szponiasty »

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Hi.
Finally, I've rewritten somehow my soft and sucesfully updated base to current L2JServer. And now have pretty serious problem. At the beginnning I though maybe some of my customs are the cause, but after checking on completely clean l2jserver - same thing. I'm talking about problems with object refreshing in instanced places (in "normal" world everything seems to work ok). What I mean exacly, is that mobs, players, pets, everything (including skill animations etc) is refreshed like once per 20 seconds. One time you see everything near you, 20 seconds later scene changes (everything refreshed at the same time, so for example party members suddenly appear somewhere far away, mobs suddenly dissapear (were killed when I saw only still picture). That happends to everyone. And pets in instance are most unuseable: they start running towards mob, and keep teleporting back to character and its like that forever. But when you rotate camera (so pet is not in your visibility range), pet "unstucks" and starts behave normally.

I've checked it on testserver (my home pc), but though it may be caused by running client and server on the same machine (never happened before thou, and I test everything this way for years) so I've checked it on dedicated machine far far away. Same thing :/

Anyone could help me with a solution? I was thinking about adding much more methods to send refresh packet to clients. But which one exacly is responsible for broadcasting to nearby pc's its own location/state? Is it ValidateLocation()? Also have seen some features in a l2abstractai.java or l2attackableai.java - don't remember which one exacly. I'm talking about movetolocation and movetopawn methods. Didn't had time to get deeper into matter now, but from what I've seen shortly, code put there has to skip broadcasting packets if they're too often. Maybe thats the problem?
And in the next chronicle they went into space, fighting the evil empire... In a galaxy far, far away xD
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Re: Packet / instance / knownobjectlist problems?

Post by hope »

sounds like lag
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Szponiasty
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Re: Packet / instance / knownobjectlist problems?

Post by Szponiasty »

hope wrote:sounds like lag
No its not lag.

I've added ValidateLocation() to many various places and is 1000 times better. Still not perfect, still annoying :(

Nobody has an idea how to fully deal with it? It's 100% problem with client not getting last actual char / mob / pet position. Switching to movebasedknownlists improves even better, anyway still not solves fully :(

PS. In config there is that by enabling movebasedknownlist, guards wont be able to attack agro mobs. How accurate is that info? Cause after enabling, guards still attack aggro mobs on my serv and I don't know if it isn't a normal feature now or if it's a thing I've made by mistake somewhere in code.
And in the next chronicle they went into space, fighting the evil empire... In a galaxy far, far away xD
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Re: Packet / instance / knownobjectlist problems?

Post by Gnacik »

Problem with summons in instances fixed in [7317]
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Re: Packet / instance / knownobjectlist problems?

Post by Szponiasty »

Hmmm. I did it adding more validatelocation/move etc. Now even have no problems with pets on gracia airships. But I'll check this method too. Will be better than increasing net traffic with huge amount of packets.
And in the next chronicle they went into space, fighting the evil empire... In a galaxy far, far away xD
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