• 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!
  • If you're using Gesior 2012 or MyAAC, please review this thread for information about a serious security vulnerability and a fix.

TFS 0.X NPC System OTX2 - Need to be improved?

potinho

Premium User
Premium User
Joined
Oct 11, 2009
Messages
946
Solutions
17
Reaction score
66
Location
Brazil
Hello everybody,

I'm using the system indicated in this thread to identify possible scripts that may be bottlenecking my server:


Most (if not all) of the alerts refer to NPC scripts, specifically in onThink. Because it's an old distro, is there any improvement I can/should make? Can anyone who uses or knows OTX 2 suggest optimizations to be made that improve the server's CPU usage? Mine has 30~~60% usage with 30 players online. 25MB map. My VPS has 2vCPU.
One thing I noticed, whenever I run with my GM near an NPC, sometimes I feel a little stutter.

Lua:
-- Advanced NPC System (Created by Jiddo),
-- Modified by TheForgottenServer Team,
-- Modified by The OTX Server Team.

if(NpcHandler == nil) then
    -- Constant talkdelay behaviors.
    TALKDELAY_NONE = 0 -- No talkdelay. Npc will reply immedeatly.
    TALKDELAY_ONTHINK = 1 -- Talkdelay handled through the onThink callback function. (Default)
    TALKDELAY_EVENT = 2 -- Not yet implemented

    -- Currently applied talkdelay behavior. TALKDELAY_ONTHINK is default.
    NPCHANDLER_TALKDELAY = TALKDELAY_ONTHINK

    -- Constant conversation behaviors.
    CONVERSATION_DEFAULT = 0 -- Conversation through default window, like it was before 8.2 update.
    CONVERSATION_PRIVATE = 1 -- Conversation through NPCs chat window, as of 8.2 update. (Default)
        --Small Note: Private conversations also means the NPC will use multi-focus system.

    -- Currently applied conversation behavior. CONVERSATION_PRIVATE is default.
    NPCHANDLER_CONVBEHAVIOR = CONVERSATION_DEFAULT

    -- Constant indexes for defining default messages.
    MESSAGE_GREET             = 1 -- When the player greets the npc.
    MESSAGE_FAREWELL         = 2 -- When the player unGreets the npc.
    MESSAGE_BUY             = 3 -- When the npc asks the player if he wants to buy something.
    MESSAGE_ONBUY             = 4 -- When the player successfully buys something via talk.
    MESSAGE_BOUGHT            = 5 -- When the player bought something through the shop window.
    MESSAGE_SELL             = 6 -- When the npc asks the player if he wants to sell something.
    MESSAGE_ONSELL             = 7 -- When the player successfully sells something via talk.
    MESSAGE_SOLD            = 8 -- When the player sold something through the shop window.
    MESSAGE_MISSINGMONEY        = 9 -- When the player does not have enough money.
    MESSAGE_MISSINGITEM        = 10 -- When the player is trying to sell an item he does not have.
    MESSAGE_NEEDMONEY        = 11 -- Same as above, used for shop window.
    MESSAGE_NEEDITEM        = 12 -- Same as above, used for shop window.
    MESSAGE_NEEDSPACE         = 13 -- When the player don't have any space to buy an item
    MESSAGE_NEEDMORESPACE        = 14 -- When the player has some space to buy an item, but not enough space
    MESSAGE_IDLETIMEOUT        = 15 -- When the player has been idle for longer then idleTime allows.
    MESSAGE_WALKAWAY        = 16 -- When the player walks out of the talkRadius of the npc.
    MESSAGE_DECLINE            = 17 -- When the player says no to something.
    MESSAGE_SENDTRADE        = 18 -- When the npc sends the trade window to the player
    MESSAGE_NOSHOP            = 19 -- When the npc's shop is requested but he doesn't have any
    MESSAGE_ONCLOSESHOP        = 20 -- When the player closes the npc's shop window
    MESSAGE_ALREADYFOCUSED        = 21 -- When the player already has the focus of this npc.
    MESSAGE_PLACEDINQUEUE        = 22 -- When the player has been placed in the costumer queue.

    -- Constant indexes for callback functions. These are also used for module callback ids.
    CALLBACK_CREATURE_APPEAR     = 1
    CALLBACK_CREATURE_DISAPPEAR    = 2
    CALLBACK_CREATURE_SAY         = 3
    CALLBACK_ONTHINK         = 4
    CALLBACK_GREET             = 5
    CALLBACK_FAREWELL         = 6
    CALLBACK_MESSAGE_DEFAULT     = 7
    CALLBACK_PLAYER_ENDTRADE     = 8
    CALLBACK_PLAYER_CLOSECHANNEL    = 9
    CALLBACK_ONBUY            = 10
    CALLBACK_ONSELL            = 11

    -- Addidional module callback ids
    CALLBACK_MODULE_INIT        = 12
    CALLBACK_MODULE_RESET        = 13

    -- Constant strings defining the keywords to replace in the default messages.
    TAG_PLAYERNAME = '|PLAYERNAME|'
    TAG_ITEMCOUNT = '|ITEMCOUNT|'
    TAG_TOTALCOST = '|TOTALCOST|'
    TAG_ITEMNAME = '|ITEMNAME|'
    TAG_QUEUESIZE = '|QUEUESIZE|'

    NpcHandler = {
        keywordHandler = nil,
        focuses = nil,
        talkStart = nil,
        idleTime = 300,
        talkRadius = 4,
        talkDelayTime = 350, -- Seconds to delay outgoing messages.
        queue = nil,
        talkDelay = nil,
        callbackFunctions = nil,
        modules = nil,
        shopItems = nil, -- They must be here since ShopModule uses "static" functions
        messages = {
            -- These are the default replies of all npcs. They can/should be changed individually for each npc.
            [MESSAGE_GREET]     = 'Welcome, |PLAYERNAME|! I have been expecting you.',
            [MESSAGE_FAREWELL]     = 'Good bye, |PLAYERNAME|!',
            [MESSAGE_BUY]         = 'Do you want to buy |ITEMCOUNT| |ITEMNAME| for |TOTALCOST| gold coins?',
            [MESSAGE_ONBUY]     = 'It was a pleasure doing business with you.',
            [MESSAGE_BOUGHT]     = 'Bought |ITEMCOUNT|x |ITEMNAME| for |TOTALCOST| gold.',
            [MESSAGE_SELL]         = 'Do you want to sell |ITEMCOUNT| |ITEMNAME| for |TOTALCOST| gold coins?',
            [MESSAGE_ONSELL]     = 'Thank you for this |ITEMNAME|, |PLAYERNAME|.',
            [MESSAGE_SOLD]         = 'Sold |ITEMCOUNT|x |ITEMNAME| for |TOTALCOST| gold.',
            [MESSAGE_MISSINGMONEY]    = 'Sorry, you don\'t have enough money.',
            [MESSAGE_MISSINGITEM]     = 'You don\'t even have that item, |PLAYERNAME|!',
            [MESSAGE_NEEDMONEY]     = 'You do not have enough money.',
            [MESSAGE_NEEDITEM]    = 'You do not have this object.',
            [MESSAGE_NEEDSPACE]    = 'You do not have enough capacity.',
            [MESSAGE_NEEDMORESPACE]    = 'You do not have enough capacity for all items.',
            [MESSAGE_IDLETIMEOUT]     = 'Next, please!',
            [MESSAGE_WALKAWAY]     = 'How rude!',
            [MESSAGE_DECLINE]    = 'Not good enough, is it... ?',
            [MESSAGE_SENDTRADE]    = 'Here\'s my offer, |PLAYERNAME|. Don\'t you like it?',
            [MESSAGE_NOSHOP]    = 'Sorry, I\'m not offering anything.',
            [MESSAGE_ONCLOSESHOP]    = 'Thank you, come back when you want something more.',
            [MESSAGE_ALREADYFOCUSED]= '|PLAYERNAME|! I am already talking to you...',
            [MESSAGE_PLACEDINQUEUE] = '|PLAYERNAME|, please wait for your turn. There are |QUEUESIZE| customers before you.'
        }
    }

    -- Creates a new NpcHandler with an empty callbackFunction stack.
    function NpcHandler:new(keywordHandler)
        local obj = {}
        obj.messages = {}

        obj.keywordHandler = keywordHandler
        obj.queue = Queue:new(obj)
        obj.focuses = 0
        obj.talkStart = 0
        obj.callbackFunctions = {}
        obj.modules = {}
        obj.talkDelay = {}
        obj.shopItems = {}

        setmetatable(obj.messages, self.messages)
        self.messages.__index = self.messages

        setmetatable(obj, self)
        self.__index = self
        return obj
    end

    -- Re-defines the maximum idle time allowed for a player when talking to this npc.
    function NpcHandler:setMaxIdleTime(newTime)
        self.idleTime = newTime
    end

    -- Attackes a new keyword handler to this npchandler
    function NpcHandler:setKeywordHandler(newHandler)
        self.keywordHandler = newHandler
    end

    -- Function used to change the focus of this npc.
    function NpcHandler:addFocus(newFocus)
        if((newFocus ~= 0 and not isCreature(newFocus))) then
            return
        end

        self.focuses = newFocus
        self:updateFocus(true)
    end
    NpcHandler.changeFocus = NpcHandler.addFocus -- "changeFocus" looks better for CONVERSATION_DEFAULT

    -- Function used to verify if npc is focused to certain player
    function NpcHandler:isFocused(focus, creatureCheck)
        local creatureCheck = creatureCheck or false
        if(creatureCheck or isCreature(self.focuses)) then
            return self.focuses == focus
        end

        self:changeFocus(0)
        return false
    end

    -- This function should be called on each onThink and makes sure the npc faces the player it is talking to.
    --    Should also be called whenever a new player is focused.
    function NpcHandler:updateFocus(creatureCheck)
        local creatureCheck = creatureCheck or false
        if(creatureCheck or isCreature(self.focuses)) then
            doNpcSetCreatureFocus(self.focuses)
            return
        end

        doNpcSetCreatureFocus(0)
    end

    -- Used when the npc should un-focus the player.
    function NpcHandler:releaseFocus(focus)
        if(self.focuses == focus) then
            self:changeFocus(0)
        end
    end

    -- Internal un-focusing function, beware using!
    function NpcHandler:unsetFocus(focus, pos)
        if(type(self.focuses) ~= "table" or pos == nil or self.focuses[pos] == nil) then
            return
        end

        table.remove(self.focuses, pos)
        self.talkStart[focus] = nil
        self:updateFocus()
    end

    -- Returns the callback function with the specified id or nil if no such callback function exists.
    function NpcHandler:getCallback(id)
        local ret = nil
        if(self.callbackFunctions ~= nil) then
            ret = self.callbackFunctions[id]
        end

        return ret
    end

    -- Changes the callback function for the given id to callback.
    function NpcHandler:setCallback(id, callback)
        if(self.callbackFunctions ~= nil) then
            self.callbackFunctions[id] = callback
        end
    end

    -- Adds a module to this npchandler and inits it.
    function NpcHandler:addModule(module)
        if(self.modules == nil or module == nil) then
            return false
        end

        module:init(self)
        if(module.parseParameters ~= nil) then
            module:parseParameters()
        end

        table.insert(self.modules, module)
        return true
    end

    -- Calls the callback function represented by id for all modules added to this npchandler with the given arguments.
    function NpcHandler:processModuleCallback(id, ...)
        local ret = true
        for _, module in pairs(self.modules) do
            local tmpRet = true
            if(id == CALLBACK_CREATURE_APPEAR and module.callbackOnCreatureAppear ~= nil) then
                tmpRet = module:callbackOnCreatureAppear(...)
            elseif(id == CALLBACK_CREATURE_DISAPPEAR and module.callbackOnCreatureDisappear ~= nil) then
                tmpRet = module:callbackOnCreatureDisappear(...)
            elseif(id == CALLBACK_CREATURE_SAY and module.callbackOnCreatureSay ~= nil) then
                tmpRet = module:callbackOnCreatureSay(...)
            elseif(id == CALLBACK_PLAYER_ENDTRADE and module.callbackOnPlayerEndTrade ~= nil) then
                tmpRet = module:callbackOnPlayerEndTrade(...)
            elseif(id == CALLBACK_PLAYER_CLOSECHANNEL and module.callbackOnPlayerCloseChannel ~= nil) then
                tmpRet = module:callbackOnPlayerCloseChannel(...)
            elseif(id == CALLBACK_ONBUY and module.callbackOnBuy ~= nil) then
                tmpRet = module:callbackOnBuy(...)
            elseif(id == CALLBACK_ONSELL and module.callbackOnSell ~= nil) then
                tmpRet = module:callbackOnSell(...)
            elseif(id == CALLBACK_ONTHINK and module.callbackOnThink ~= nil) then
                tmpRet = module:callbackOnThink(...)
            elseif(id == CALLBACK_GREET and module.callbackOnGreet ~= nil) then
                tmpRet = module:callbackOnGreet(...)
            elseif(id == CALLBACK_FAREWELL and module.callbackOnFarewell ~= nil) then
                tmpRet = module:callbackOnFarewell(...)
            elseif(id == CALLBACK_MESSAGE_DEFAULT and module.callbackOnMessageDefault ~= nil) then
                tmpRet = module:callbackOnMessageDefault(...)
            elseif(id == CALLBACK_MODULE_RESET and module.callbackOnModuleReset ~= nil) then
                tmpRet = module:callbackOnModuleReset(...)
            end

            if(not tmpRet) then
                ret = false
                break
            end
        end

        return ret
    end

    -- Returns the message represented by id.
    function NpcHandler:getMessage(id)
        local ret = nil
        if(self.messages ~= nil) then
            ret = self.messages[id]
        end

        return ret
    end

    -- Changes the default response message with the specified id to newMessage.
    function NpcHandler:setMessage(id, newMessage)
        if(self.messages ~= nil) then
            self.messages[id] = newMessage
        end
    end

    -- Translates all message tags found in msg using parseInfo
    function NpcHandler:parseMessage(msg, parseInfo)
        for search, replace in pairs(parseInfo) do
            if(replace ~= nil) then
                msg = msg:gsub(search, replace)
            end
        end

        return msg
    end

    -- Makes sure the npc un-focuses the currently focused player
    function NpcHandler:unGreet(cid)
        if(not self:isFocused(cid)) then
            return
        end

        local callback = self:getCallback(CALLBACK_FAREWELL)
        if(callback == nil or callback(cid)) then
            if(self:processModuleCallback(CALLBACK_FAREWELL)) then
                if(self.queue == nil or not self.queue:greetNext()) then
                    local msg = self:getMessage(MESSAGE_FAREWELL)
                    msg = self:parseMessage(msg, { [TAG_PLAYERNAME] = getPlayerName(cid) or -1 })

                    self:resetNpc(cid)
                    self:say(msg)
                    self:releaseFocus(cid)
                end
            end
        end
    end

    -- Greets a new player.
    function NpcHandler:greet(cid)
        local callback = self:getCallback(CALLBACK_GREET)
        if(callback == nil or callback(cid)) then
            if(self:processModuleCallback(CALLBACK_GREET, cid)) then
                local msg = self:getMessage(MESSAGE_GREET)
                msg = self:parseMessage(msg, { [TAG_PLAYERNAME] = getCreatureName(cid) })

                self:addFocus(cid)
                self:say(msg)
            end
        end
    end

    -- Handles onCreatureAppear events. If you with to handle this yourself, please use the CALLBACK_CREATURE_APPEAR callback.
    function NpcHandler:onCreatureAppear(cid)
        local callback = self:getCallback(CALLBACK_CREATURE_APPEAR)
        if(callback == nil or callback(cid)) then
            if(self:processModuleCallback(CALLBACK_CREATURE_APPEAR, cid)) then
                --
            end
        end
    end

    -- Handles onCreatureDisappear events. If you with to handle this yourself, please use the CALLBACK_CREATURE_DISAPPEAR callback.
    function NpcHandler:onCreatureDisappear(cid)
        local callback = self:getCallback(CALLBACK_CREATURE_DISAPPEAR)
        if(callback == nil or callback(cid)) then
            if(self:processModuleCallback(CALLBACK_CREATURE_DISAPPEAR, cid)) then
                if(self:isFocused(cid)) then
                    self:unGreet(cid)
                end
            end
        end
    end

    -- Handles onCreatureSay events. If you with to handle this yourself, please use the CALLBACK_CREATURE_SAY callback.
    function NpcHandler:onCreatureSay(cid, class, msg)
        local callback = self:getCallback(CALLBACK_CREATURE_SAY)
        if(callback == nil or callback(cid, class, msg)) then
            if(self:processModuleCallback(CALLBACK_CREATURE_SAY, cid, class, msg)) then
                if(not self:isInRange(cid)) then
                    return
                end

                if(self.keywordHandler ~= nil) then
                    local ret = self.keywordHandler:processMessage(cid, msg)
                    if(not ret) then
                        local callback = self:getCallback(CALLBACK_MESSAGE_DEFAULT)
                        if(callback ~= nil and callback(cid, class, msg)) then
                            self.talkStart = os.time()
                        end
                    else
                        self.talkStart = os.time()
                    end
                end
            end
        end
    end

    -- Handles onPlayerEndTrade events. If you wish to handle this yourself, use the CALLBACK_PLAYER_ENDTRADE callback.
    function NpcHandler:onPlayerEndTrade(cid)
        local callback = self:getCallback(CALLBACK_PLAYER_ENDTRADE)
        if(callback == nil or callback(cid)) then
            if(self:processModuleCallback(CALLBACK_PLAYER_ENDTRADE, cid)) then
                if(self:isFocused(cid)) then
                    local parseInfo = { [TAG_PLAYERNAME] = getPlayerName(cid) }
                    local msg = self:parseMessage(self:getMessage(MESSAGE_ONCLOSESHOP), parseInfo)
                    self:say(msg, cid)
                end
            end
        end
    end

    -- Handles onPlayerCloseChannel events. If you wish to handle this yourself, use the CALLBACK_PLAYER_CLOSECHANNEL callback.
    function NpcHandler:onPlayerCloseChannel(cid)
        local callback = self:getCallback(CALLBACK_PLAYER_CLOSECHANNEL)
        if(callback == nil or callback(cid)) then
            if(self:processModuleCallback(CALLBACK_PLAYER_CLOSECHANNEL, cid)) then
                if(self:isFocused(cid)) then
                    self:unGreet(cid)
                end
            end
        end
    end

    -- Handles onBuy events. If you wish to handle this yourself, use the CALLBACK_ONBUY callback.
    function NpcHandler:onBuy(cid, itemid, subType, amount, ignoreCap, inBackpacks)
        local callback = self:getCallback(CALLBACK_ONBUY)
        if(callback == nil or callback(cid, itemid, subType, amount, ignoreCap, inBackpacks)) then
            if(self:processModuleCallback(CALLBACK_ONBUY, cid, itemid, subType, amount, ignoreCap, inBackpacks)) then
                --
            end
        end
    end

    -- Handles onSell events. If you wish to handle this yourself, use the CALLBACK_ONSELL callback.
    function NpcHandler:onSell(cid, itemid, subType, amount, ignoreCap, inBackpacks)
        local callback = self:getCallback(CALLBACK_ONSELL)
        if(callback == nil or callback(cid, itemid, subType, amount, ignoreCap, inBackpacks)) then
            if(self:processModuleCallback(CALLBACK_ONSELL, cid, itemid, subType, amount, ignoreCap, inBackpacks)) then
                --
            end
        end
    end

    -- Handles onThink events. If you wish to handle this yourself, please use the CALLBACK_ONTHINK callback.
    function NpcHandler:onThink()
        local callback = self:getCallback(CALLBACK_ONTHINK)
        if(callback == nil or callback()) then
            for i, speech in pairs(self.talkDelay) do
                if((speech.cid == nil or speech.cid == 0) and speech.time ~= nil and speech.message ~= nil) then
                    if(os.mtime() >= speech.time) then
                        selfSay(speech.message)
                        self.talkDelay[i] = nil
                    end
                elseif(isCreature(speech.cid) and speech.start ~= nil and speech.time ~= nil and speech.message ~= nil) then
                    if(os.mtime() >= speech.time) then
                        local talkStart = self.talkStart
                        if(speech.force or (self:isFocused(speech.cid) and talkStart == speech.start)) then
                            selfSay(speech.message)
                        end

                        self.talkDelay[i] = nil
                    end
                else
                    self.talkDelay[i] = nil
                end
            end

            if(self:processModuleCallback(CALLBACK_ONTHINK)) then
                if(self.focuses ~= 0) then
                    if(not self:isInRange(self.focuses)) then
                        self:onWalkAway(self.focuses)
                    elseif((os.time() - self.talkStart) > self.idleTime) then
                        self:unGreet(self.focuses)
                    else
                        self:updateFocus()
                    end
                end
            end
        end
    end

    -- Tries to greet the player with the given cid.
    function NpcHandler:onGreet(cid)
        if(self:isInRange(cid)) then
            if(self.focuses == 0) then
                self:greet(cid)
            elseif(self.focuses == cid) then
                local msg = self:getMessage(MESSAGE_ALREADYFOCUSED)
                local parseInfo = { [TAG_PLAYERNAME] = getCreatureName(cid) }
                msg = self:parseMessage(msg, parseInfo)
                self:say(msg)
            else
                if(not self.queue:isInQueue(cid)) then
                    self.queue:push(cid)
                end

                local msg = self:getMessage(MESSAGE_PLACEDINQUEUE)
                local parseInfo = { [TAG_PLAYERNAME] = getCreatureName(cid), [TAG_QUEUESIZE] = self.queue:getSize() }
                msg = self:parseMessage(msg, parseInfo)
                self:say(msg)
            end
        end
    end

    -- Simply calls the underlying unGreet function.
    function NpcHandler:onFarewell(cid)
        self:unGreet(cid)
    end

    -- Should be called on this npc's focus if the distance to focus is greater then talkRadius.
    function NpcHandler:onWalkAway(cid)
        if(self:isFocused(cid)) then
            local callback = self:getCallback(CALLBACK_CREATURE_DISAPPEAR)
            if(callback == nil or callback(cid)) then
                if(self:processModuleCallback(CALLBACK_CREATURE_DISAPPEAR, cid)) then
                    if(self.queue == nil or not self.queue:greetNext()) then
                        local msg = self:getMessage(MESSAGE_WALKAWAY)
                        self:resetNpc(cid)
                        self:say(self:parseMessage(msg, { [TAG_PLAYERNAME] = getPlayerName(cid) or -1 }))
                        self:releaseFocus(cid)
                    end
                end
            end
        end
    end

    -- Returns true if cid is within the talkRadius of this npc.
    function NpcHandler:isInRange(cid)
        if not isPlayer(cid) then
            return false
        end

        local distance = getNpcDistanceTo(cid) or -1
        return distance ~= -1 and distance <= self.talkRadius
    end

    -- Resets the npc into it's initial state (in regard of the keyrodhandler).
    --    All modules are also receiving a reset call through their callbackOnModuleReset function.
    function NpcHandler:resetNpc(cid)
        if(self:processModuleCallback(CALLBACK_MODULE_RESET)) then
            self.keywordHandler:reset(cid)
        end
    end

    -- Makes the npc represented by this instance of NpcHandler say something.
    --    This implements the currently set type of talkdelay.
    function NpcHandler:say(message, focus, delay, force)
        local delay = delay or 0
        if(NPCHANDLER_TALKDELAY == TALKDELAY_NONE or delay <= 0) then
            selfSay(message)
            return
        end

        -- TODO: Add an event handling method for delayed messages
        table.insert(self.talkDelay, {
            id = getNpcId(),
            cid = focus,
            message = message,
            time = os.mtime() + (delay and delay or self.talkDelayTime),
            start = os.time(),
            force = force or false
        })
    end
end
 
OP
OP
potinho

potinho

Premium User
Premium User
Joined
Oct 11, 2009
Messages
946
Solutions
17
Reaction score
66
Location
Brazil
Maybe something else consuming CPU, any ideas to which files to look? Im looking for scripts with addEvent().
 
OP
OP
potinho

potinho

Premium User
Premium User
Joined
Oct 11, 2009
Messages
946
Solutions
17
Reaction score
66
Location
Brazil
Fond a "problem", not related with NPC (i guess), when i run near creatures with a players, CPU consumption goes high, used perf and see this:

1643732969936.png

This "AStarNodes:getNodeInList" are in map.cpp, bellow:

C++:
AStarNode* AStarNodes::getNodeInList(uint16_t x, uint16_t y)
{
    for(uint32_t i = 0; i < curNode; ++i)
    {
        if(nodes[i].x == x && nodes[i].y == y)
            return &nodes[i];
    }

    return NULL;
}
 

danilopucci

Active Member
Joined
Nov 22, 2019
Messages
62
Solutions
1
Reaction score
37
GitHub
danilopucci
Glad to see your advancements on this problem.

Yes, looking on this method implementation for "find" the node in list, it is notable that it is not optmized. I checked on lastest version of TFS and even on the branch otvserv2 implementation, this method looks to be replaced by
C++:
AStarNodes::getNodeByPosition
and the implementation looks much better, unsing a better find algorithm.

I suggest you to use some diff-tool (Meld is a good one) to check other differences on its implementation and update it. It looks that it is used only on map.cpp, so it would be kind of easy to do this.
 
Top