[Performance] Wearchange Packet Send Deduplication#4916
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Kinglykrab
approved these changes
Jun 25, 2025
This was referenced Jun 25, 2025
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Description
We send enormous amounts of extra wearchange packets all over the source. In many places we double send the entire inventory (7 slots or so) twice and in many circumstances this sends many times over depending on what the client is triggering.
Instead of heavily gutting code and extra sends potentially creating intermittent bugs hard to trace down for many months, I've implemented a simple deduplication pattern that is used in a few different places throughout our code. If we have sent the same exact identical update to another client, we will prevent from sending the packet at all.
Below is a packet capture of someone zoning in 100 toons on PEQ and an absolute flood of wearchange packets which ends up overwhelming clients triggering cascading resends and ultimately putting characters into LD status.
Type of change
Testing
Also did testing with a 100 boxer on PEQ who originally ran into the packet flooding issue and everything functionally works and packets are deduped reducing a ton of extra packet sends.
Checklist