(04-18-2015, 07:12 PM)Rebirth Wrote: Not quite sure how those checks will impact server performance but it doesn't look like an inline statement to me. You are not going to tell me that you are looping through all ships, do you lol? Just wondering.
What?
This will not impact server performance because FLHook can use multiple threads, unlike the server software. It becomes a performance problem when you add checks that happen in space. I'm also not sure why you think we'd have to loop through all ships, we can get all the data of the player's current ship through the realtime players map (Players[iClientID].iShipArchetype for example)
Posts: 3,606
Threads: 327
Joined: Aug 2012
Staff roles: Server Administrator
Quote:flhook code that shouldn't work but turns out it works, somehow.
Is that some sort of conquest thing? If not, is it possible to code something so we can fight over control of popular war zones such as Leeds? IE, pound a base for this long with this much fire power and it'll turn it into BAF control? Or is it too much?