Delayed object Display

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Monger
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Delayed object Display

Post by Monger »

So when I'm running through a room and killing everything in my path I notice tons of items on the ground. Every square loads the complete list of items even though I'm running through the room.

How difficult would it be to put a 1 second delay on the ground items display section? I think this may even be tweaked to save resources server side.
Aaron
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Post by Aaron »

sounds like a good idea... supprised no ones commented on it yet. maybe since its summer break though...

another idea would just be to send two items, the top one, and a [More...] item to load the rest of the list. easy for the client and server to handle, and a hell of alot less resource usage. or just limit the displayed items to 3 or 5?
techolous
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Post by techolous »

Put it on the tracker:

http://sourceforge.net/tracker/index.ph ... tid=363833

also sent to the mailing list.
Monger
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Post by Monger »

Is anyone actually working on this? If not can someone point me at the right file in the code to start work on it.
Ryo
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Post by Ryo »

AFAIK no one is working on that feature request.

The reason (I think) is that it's pretty much complicated, and would lead to many changes all around the code.

If you want to tackle this issue, the first place would be, in server's code, the socket/item.c file, which handles inventory sending (ground is almost like inventory, see esrv_* functions).


My opinion (unasked, but well ^_-) is that this is, for now, an unnecessary change. Sending doesn't take too much resources, so this isn't high priority. Of course I (or anyone else) would check and commit a patch for that :)
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