the idea is simple but the sense in pratice is not realy a benefit for server or player, (with actual grid system)
i have done a lot of discussions in my active years but even recently on TC2 forums
http://community.trinitycore.org/topic/ … id-system/ about this topic. (tc2 topic is a bit different but similar)
for me there are a few more things to think about then just even "load all grids"
1: what should be the effect of a already loaded grid:
- faster loading times on player enter grid?
- npcs on waypoints moving in grid without player?
- npcs / events processing even without players around?
- maybe even more
2: if we talk about grid loading time, we could preprocess map / vmap / mmap data to keep in memory for faster loading, but the grid is not active, this will consume memory but no CPU, one solution for this is a "hibernate" state on grid, or a grid template.
3: if we talk about npcs / wayounts processing in inactive grid: this can be done with a full active grid, but this can be a performance issue, if we can reduce the grid processing by separate wayounts / npc moves for "hibernate" grid cells with a minimum of cup usage like moving only, it could save a lot of CPU, but we must reduce the featureset of npc movement like mmaps or similar. maybe calculate only the destination on preloaded waypoints from DB and not realy move th npc, only caculate the position, then on grid activate we can spawn the real NPC on this point!
4: if we need to handle all stuff like events npc combat mmap stuff and more we realy need a active grid, but in this case we should (or need) to refactor the grid, to make things faster.
-for example mmaps and vmaps could be much faster if we could cache things in a proper way
- interaction between npcs must be much more efficient (for example OnMoveInLos things)
- update cycles must be optimized, there is a lot of potencial there
how ever i think i already wrote to much, and dont get me wrong, i'm not against this feature, on the contrary, i like this idea, but i want to see those things done right, not only adding active npcs in grid and keep all stuff loaded!
i would like to help if someone realy wants to refactor / rewrite the grid it self, or partial, or to optimize the other stuff like mmaps or vmaps.
the only thing i want is that it will be made with a clear plan:
- what we want to reach with this modifications? (targets)
- people who discuss together about the way we take to reach this goals
- continous development on this feature to get it done (not idle for months)
but its your decission, this are only my two cents
BTW: hi dave, welcome back to OC!