> That's not such a big deal.. just keep a list of rooms that people move
> into during the tick, and do an aggression check on them at the end of
> the tick (after everyone following has moved into the room), targeting a
> random person in it.
>

     If I'm visualizing this correctly, I think you would be able to "run
past" aggro mobs in a room if the routine were implemented like this.  A
character could essentially enter and leave the room before the aggro check
were done.

> Unless you have an event queue, then it's even easier.
>

     Yeah, very cool for this and many other things.  I remember this being
the topic of much posting a few years back on the list.

> Optimization is never moot.
>

     Well, I think that's true and false.  To decide if something is worth
your time spent, you have to look at how it has a real impact on the server
and the users of the application.  I have about 1700 nodes in my char_list
and when the MUD runs aggr_update(), the CPU usage of the process doesn't
even hit 1% used.  So let's assume a MUD four times this size, with over
5000 mobs and players, and we still don't even reach 5% CPU usage.  My
server is a P3-450 that is 2.5 years old already...nothing special about it.
     The idea here is that with the current system, the MUD process is
already using relatively little resources and the aggr_update() routine is
not causing the server to lag by throttling cpu/memory by any stretch of the
imagination.  So right now this routine is having 0 effect on gameplay
and/or the server.  If you "optimize" it, the result however much better
will have 0 effect on gameplay and/or the server.  Instead of using 0.6%
CPU, you might be using 0.2%-0.4% CPU.

- Will

Strife Daemonkin


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