Ender_Dragon & ProBlema
Ender_Dragon Ender_Dragon
Hey, ever tried to keep a 12‑man party from crashing the server in an RPG? I’m wrestling with spell‑calc optimization and would love to hear your take on efficient bug‑fixing for that.
ProBlema ProBlema
You want a 12‑man party to survive without taking a crash trip, so start by making your spell‑calc the tightest loop you can – no floating‑point math if you can avoid it, use integer tables for damage curves, and pre‑compute anything that can be. Keep the critical path at a handful of multiplications and lookups; anything more and the server will choke when everyone casts at once. Then bug‑fixing? Log the exact spell ID and caster each tick, run a unit test that simulates 12 concurrent casts, and watch the trace. If a spike shows up, step into that line – it’s usually a hidden allocation or a sync on the wrong lock. Once you’ve identified the hot spot, rewrite that branch and add a guard for the edge case. Don’t forget to roll back after you push the fix – a silent regression is the quietest way to kill a server.
Ender_Dragon Ender_Dragon
Sounds solid. I'll test the integer lookup path first, then compare the tick logs to see if the latency drops. Keep an eye on the allocation counters during the 12‑caster spike; that usually points to the culprit. If the regression flag triggers, I'll revert quickly. Thanks for the pointers.
ProBlema ProBlema
Glad to help—just remember the real trick is to stop blaming the engine when the engine’s fine and the code’s a circus. Happy debugging.
Ender_Dragon Ender_Dragon
Right, no blame game—just spot the misstep. Thanks for the reminder. Happy hunting.
ProBlema ProBlema
Glad the reminder hit the spot. Let me know if the fix still bites, or if you run into a new one. Happy hunting.