• There is NO official Otland's Discord server and NO official Otland's server list. The Otland's Staff does not manage any Discord server or server list. Moderators or administrator of any Discord server or server lists have NO connection to the Otland's Staff. Do not get scammed!

Recent content by Itutorial

  1. Itutorial

    TFS 1.X+ Optimizing player saves & when saves execute

    Thanks for that gesior. As I suspected the reason it won’t work has to do with these weird things TFS allows. I wonder, how tibia handles it. There aren’t many games that allow 1 millions items to be in a single bag stack which is in 5 other bags all having a million. This is where I have to...
  2. Itutorial

    TFS 1.X+ Optimizing player saves & when saves execute

    Okay, this is a new one and isn’t bad. I still do not like the idea of an out of sync database. There is no reason (with how amazing hardware is now) that we should need to get this complex for 1000 players in a simple 2d mmo. I would much rather create a separate database server that’s handles...
  3. Itutorial

    TFS 1.X+ Optimizing player saves & when saves execute

    I am actually wondering if OT really needs to go that far. Let’s assume 1k players is the maximum on any server. The player:save() function as it used can be ran on every players through a loop and it would execute in about 2 seconds. Let’s assume that instead of a 20ms time because we use the...
  4. Itutorial

    TFS 1.X+ Optimizing player saves & when saves execute

    I like the idea but the way I see it is if the database is not 1:1 with game state we are doing something wrong. I would rather reduce the speed players can do something (like RuneScape) than to have even a 0.0000000000001% chance of item duplication or item loss. Obviously the best solution is...
  5. Itutorial

    TFS 1.X+ Optimizing player saves & when saves execute

    Yeah, I think performance will be the main issue. Having a save handler would work (which I was planning if needed) but even how items are as it is saving a single item would not take much to do. In theory it is probably plenty fast enough 500 players isn't that many to a CPU. The issue is when...
  6. Itutorial

    TFS 1.X+ Optimizing player saves & when saves execute

    There is no flaw (so I say!). In truth I need to update the current queries to work with the system I have. For example: Player moves depot item to inventory: In one query >> Remove item from depot + add item to inventory. As it is currently theoretically a player could crash the server at the...
  7. Itutorial

    TFS 1.X+ Optimizing player saves & when saves execute

    Of course it will affect performance but I need to get this working before I fix that problem. Which will just be instead of deleting every item and adding them all every time it saves. I will just update the item that changes. Easy performance fix.
  8. Itutorial

    TFS 1.X+ Optimizing player saves & when saves execute

    I save house items when they are moved anywhere, I save items when moved into inventory, I save items when they are mailed, I save items when they are traded. My question is, where else if there is anywhere else? Saves 1) House item move (taking from, adding to, moving inside house) 2)...
  9. Itutorial

    TFS 1.X+ Optimizing player saves & when saves execute

    What do you mean save partially? Assuming any action in game that would result in the database needing to be updated does so. How would extra items be created if they are being deleted from the database and repopulated on each save action that is required?
  10. Itutorial

    TFS 1.X+ Optimizing player saves & when saves execute

    Hello everyone, I noticed that all player save information happens in one place. IOLoginData::savePlayer() I do not really like that in order to save player items I have to save everything else with it. So I fragmented the IOLoginData::savePlayer() method into the following methods...
  11. Itutorial

    Moving forward

    Y'all need Jesus. Side node of moving forward: Possible pathfinding changes by NRH-AA · Pull Request #4934 · otland/forgottenserver (https://github.com/otland/forgottenserver/pull/4934)
  12. Itutorial

    Background colors on rarity system

    Yes, just send more information instead of doing it right. Unbelievable.
  13. Itutorial

    TFS 1.X+ Moving items in tfs 1.5

    You may want to consider adding these changes: https://github.com/otland/forgottenserver/pull/4637 It could solve the problem for you.
  14. Itutorial

    Background colors on rarity system

    When I implemented tooltips I had to make sure I only sent tooltips for items that needed it. I also had to make the client ignore tooltips for items without them. I don't know if this is your problem or not but I do know if you are sending too much information all types of bugs will start...
Back
Top