Thread: [727] Darkan - 2012 Emulation

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  1. #41  

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    Quote Originally Posted by Makar View Post
    Once we have interface editing into a place that makes sense I am considering these gamemodes yes (doing it through a repurposed existing interface or dialogues is disgusting). Group ironman I never plan on adding, though.
    May I ask why you are against implementing GIM? I think it is a fun mode, especially if you have some close friends to do it with instead of random people.
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  2. #42  
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    Quote Originally Posted by SilverNova View Post
    May I ask why you are against implementing GIM? I think it is a fun mode, especially if you have some close friends to do it with instead of random people.
    I am not against implementing it. I am against implementing it myself because it's a pain in the ass to manage and requires way too many custom features to implement to a level people would even enjoy such as group banking. If a couple of close friends want to do it then they can do it unofficially. I also don't see group ironman as a highly requested or game-changing feature that would push anyone away from the server.

    The server is open source, if you want to put in the dev time to add this gamemode, by all means go ahead. I'll accept a PR if someone else does it.
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    Darkan Client (727 Client Refactor)
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    “It would not be impossible to prove with sufficient repetition and a psychological understanding of the people concerned that a square is in fact a circle. They are mere words, and words can be molded until they clothe ideas and disguise.”
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  4. #43  
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    Support for Java 19 experimental features has been enabled to prepare for any upcoming releases of JDK.

    Finished a ton of other features including falconry, money pouch with basically unlimited money storage (not that anyone should ever be even getting close to max cash with the healthy economy), sound packet refactoring, and start on sound system so we can get the game world more sound-immersive.
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    Darkan Client (727 Client Refactor)
    Darkan World Server
    “It would not be impossible to prove with sufficient repetition and a psychological understanding of the people concerned that a square is in fact a circle. They are mere words, and words can be molded until they clothe ideas and disguise.”
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  6. #44  
    Registered Member Jawarrior's Avatar
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    I made a kind of trailer/music video for Darkan. Took 30 minutes, here it is:

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  8. #45  
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    Got sick of trying to stress test the server effectively from the server-end itself as to perform a real stress test, the TCP sockets themselves must be also stressed at the same time through real emulated network requests.

    So I wrote up a full featured command line bot for the game that acts as a stress test for both the lobby and the world server. The tick rate didn't even budge with 250 players online spamming routefinder requests. Went from < 1ms per tick with 0 players online to 18-22ms per tick with 250 players spamming way more route requests and chat than anyone would ever spam. So was a good stability test for the garbage cheap VPS I host it on. The even worse VPS that hosts the social service and lobby seemed to be the biggest bottleneck initially due to doing so many crypto password checks on a single low-frequency vcore but the efficiency has been increased on that now and wouldn't ever realistically be an issue in production as it would at worst make players wait a bit before their login request gets processed.

    Very good test though overall. Might utilize this new tool to write bots that go around doing various tasks to liven up the world without having to hardcode any garbage into the world server itself and waste precious tick speed processing a bunch of bot logic.

    Long story short, goes a long way to show how much Darkan has evolved and been optimized over the years. The core is hardly recognizable to what it was 8 years ago and this is definitely a solid baseline for people to use for high player count servers considering it easily handles this level of traffic on a 15 dollar a month VPS with 2 low freq vcores.

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    Darkan Client (727 Client Refactor)
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    “It would not be impossible to prove with sufficient repetition and a psychological understanding of the people concerned that a square is in fact a circle. They are mere words, and words can be molded until they clothe ideas and disguise.”
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  10. #46  
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    Quote Originally Posted by Makar View Post
    Got sick of trying to stress test the server effectively from the server-end itself as to perform a real stress test, the TCP sockets themselves must be also stressed at the same time through real emulated network requests.

    So I wrote up a full featured command line bot for the game that acts as a stress test for both the lobby and the world server. The tick rate didn't even budge with 250 players online spamming routefinder requests. Went from < 1ms per tick with 0 players online to 18-22ms per tick with 250 players spamming way more route requests and chat than anyone would ever spam. So was a good stability test for the garbage cheap VPS I host it on. The even worse VPS that hosts the social service and lobby seemed to be the biggest bottleneck initially due to doing so many crypto password checks on a single low-frequency vcore but the efficiency has been increased on that now and wouldn't ever realistically be an issue in production as it would at worst make players wait a bit before their login request gets processed.

    Very good test though overall. Might utilize this new tool to write bots that go around doing various tasks to liven up the world without having to hardcode any garbage into the world server itself and waste precious tick speed processing a bunch of bot logic.

    Long story short, goes a long way to show how much Darkan has evolved and been optimized over the years. The core is hardly recognizable to what it was 8 years ago and this is definitely a solid baseline for people to use for high player count servers considering it easily handles this level of traffic on a 15 dollar a month VPS with 2 low freq vcores.

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    Glad to see it - keep up the good work!

    Quote Originally Posted by blakeman8192 View Post
    Keep trying. Quitting is the only true failure.
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  11. #47  
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    Swapped the networking to multithread support in both the cli bot, lobby server, and world server and then switched the MongoDB operations for saving players to loom virtual threads and managed to get 2k online spamming walk/talk. Still under 200ms tick rates with a range of 190-240ms ticks.

    Most of that time is taken in the single threaded routefinder. Thinking about implementing batched routefinding and probably can get it down to under 100ms to process a tick at active player cap.

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    Darkan Client (727 Client Refactor)
    Darkan World Server
    “It would not be impossible to prove with sufficient repetition and a psychological understanding of the people concerned that a square is in fact a circle. They are mere words, and words can be molded until they clothe ideas and disguise.”
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  12. #48  
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    Quote Originally Posted by Makar View Post
    Swapped the networking to multithread support in both the cli bot, lobby server, and world server and then switched the MongoDB operations for saving players to loom virtual threads and managed to get 2k online spamming walk/talk. Still under 200ms tick rates with a range of 190-240ms ticks.

    Most of that time is taken in the single threaded routefinder. Thinking about implementing batched routefinding and probably can get it down to under 100ms to process a tick at active player cap.

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    That’s some good stuff right there.
    Quote Originally Posted by blakeman8192 View Post
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  14. #49  
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    Several large scale refactors have just been finished.

    • The entire "Region" system has been completely deleted and rewritten and uses 8x8 "Chunks" as the main structure.
    • The entire "Dynamic region" system has been deleted and replaced with an instanced system that works on the chunk level as a baseline with options for extending the width and height. This makes handling POH and other chunk-oriented dynamic regions much easier.
    • Querying for nearby NPCs or players around the world is absurdly efficient and optimized down to the chunk level.
    • This querying system has been implemented for NPC aggression now as well with the queried chunk radius adjusting automatically to the NPCs attack range.
    • The system for clip flags has been rewritten and all initial chunk clip flags are loaded up at server start into a system that works similarly to what Greg discussed in his Void project here: RS2 Void - 634
    • Update zone implementation has been written for batching chunk updates for players that share the same map size and base scene chunk.
    • This update zone system also properly uses the three variations of the update zone packets to clear all ground items on refreshes using FullFollows, batched updates using PartialEnclosed, and one-off updates using PartialFollows.


    There have been absurd performance improvements as a result of this mainly in the NPC aggression checks in densely populated areas such as Godwars. Haven't seen much of a networking performance increase as a result but that was to be expected. The only time this update zone system will result in a notiiceable/worthwhile performance increase would be in extremely unrealistic worst-case scenarios that would require players to collaborate maliciously with the intended goal of lagging the server.
    Last edited by Makar; 03-06-2023 at 05:29 AM.
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    Darkan Client (727 Client Refactor)
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    “It would not be impossible to prove with sufficient repetition and a psychological understanding of the people concerned that a square is in fact a circle. They are mere words, and words can be molded until they clothe ideas and disguise.”
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  16. #50  
    Registered Member Jawarrior's Avatar
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    I made a website with the Darkan highscores, not an official update but I thought it would be interesting:


    I also made the werewolf agility course:
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