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Found something interesting about pathing...

d3diabolus

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[19:54:12.523 D] Contacting nav server for path.
[19:54:17.482 D] Got response from server, validating.
[19:54:17.482 D] Response has 6 hops. Converting to vectors and path queue.

Thats a 6 second delay from nav server with 6 hops...

19:54:32.456 D] Generating path to UNKNOWN - <117.8131, 103.533, 0.1000004>
[19:54:32.456 D] Raycast path generated.
[19:54:32.456 D] Generated path to <117.8131, 103.533, 0.1000004> () with 1 hops.

This is a 1 second delay with 1 hop... perhaps the issue is something network related? Seems like it's hopping more sometimes, hopping less others... kind of strange.

I don't know much about networking, but just thought this may help. (In case no one else has pointed it out yet... sorry if this is a redundant topic)
 
It can be many things. Fluctuating server load, inefficient code, network congestion. Can't narrow it down with just this.
 
the problem is on our server it seems,Main is fixing a new one as we talking
 
Well I found if I path my profiles with more waypoints, it uses the "raycast" instead of the nav server... and the delays are literally <100ms per point.

Just trying to think outside of the box =)
 
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