Object Manager's reach menu

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  1. #1
    _duracell's Avatar Active Member
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    Object Manager's reach

    I tried searching for this answer with no luck. How far of a reach does the Object Manager have? That is, when you're looping through WoW's Object Manager and storing each object, what is the limitation for determining which objects are included and which are excluded due to them being out of a certain radius or zone? Are all of the objects in the player's current zone included in the OM?

    I'm trying to decide how often I should append/update my GameObject lists as the player moves across the map.

    Object Manager's reach
  2. #2
    Ssateneth's Avatar Contributor
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    I'm sorry, I do not know the specific distance. All I know is its a radius from your character.

    The updating also seems to be around 5 seconds, easily calculated while flying around on high speed air mount above icecrown while looking down, timing between mob spawns from area to area.

  3. #3
    Nesox's Avatar ★ Elder ★
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    I believe its 100 yards or so

  4. #4
    RoKFenris's Avatar Member
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    WoW's servers seem to divide the world into a grid or something similar, sending to the client updates to objects in the cell the client is and adjacent cells. So, there isn't an update speed or fixed radius for the client to receive new objects, they appear as you cross the boundaries of different cells. That said, there are some mobs and objects that are visible from a really long range, such as the Fel Reaver roaming in Hellfire Peninsula; I believe those specific ones might be visible from the whole zone.

  5. #5
    lanman92's Avatar Active Member
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    I can't see that being that way. If so, why can we see all of the mobs in the other cells adjacent to us? Right before we cross the border of one, we can see the other cell's objects. The radius is probably about 100 yds like nesox said.

  6. #6
    _duracell's Avatar Active Member
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    Originally Posted by RoKFenris View Post
    WoW's servers seem to divide the world into a grid or something similar, sending to the client updates to objects in the cell the client is and adjacent cells. So, there isn't an update speed or fixed radius for the client to receive new objects, they appear as you cross the boundaries of different cells. That said, there are some mobs and objects that are visible from a really long range, such as the Fel Reaver roaming in Hellfire Peninsula; I believe those specific ones might be visible from the whole zone.
    Oh, I wasn't referring to how often the client receives data for surrounding objects. I meant that I was trying to figure out how many of the surrounding objects are stored in the Object Manager offset when I iterate through each object.

    For example, if I loop through the OM while my player is in zone A, then move my player into a different zone B without reiterating through the OM, I assume there would be data discrepancies between the stored OM data and the actual objects in the new zone. It sounds like I would be okay to rescan the OM every time the player's zone changes. Or maybe I could store the player's XY position at the time of the OM loop, periodically compare it to his current XY position, and once the difference surpasses a certain distance (100 yard radius?), reiterate through the OM.
    Last edited by _duracell; 07-19-2009 at 07:07 PM.

  7. #7
    lanman92's Avatar Active Member
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    Just run through the OM linked list in a thread every few seconds. It's not that much overhead. You will have to reload the OM and LocalPlayer when your zone changes though(I think).

  8. #8
    ramey's Avatar Member
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    Why do you need to store the objects at all?

  9. #9
    Apoc's Avatar Angry Penguin
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    Originally Posted by ramey View Post
    Why do you need to store the objects at all?
    Because storing a copy of the GUID/Pointer is faster than reading it each time?

  10. #10
    Cypher's Avatar Kynox's Sister's Pimp
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    Originally Posted by Apoc View Post
    Because storing a copy of the GUID/Pointer is faster than reading it each time?
    It also means you can sort the objects using your own criterion which can improve lookup time even further.

  11. #11
    Apoc's Avatar Angry Penguin
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    Originally Posted by Cypher View Post
    It also means you can sort the objects using your own criterion which can improve lookup time even further.
    /me nods

    Wasn't going to bother explaining intricacies as it's fairly obvious, this thread is far below the level of using sort algorithms.

  12. #12
    ramey's Avatar Member
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    Good points :X never thought about it, then again though I haven't even really gotten into building a bot yet. Never had a proper interest, but my interest raised a bit once I started building that framework that I'm doing...

    Thanks for the reasons, surprised I posted such a crap question and didn't think for a second.

  13. #13
    amadmonk's Avatar Active Member
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    OM cached list with rich data + LINQ == sweetest of object sorting/searching love.
    Don't believe everything you think.

  14. #14
    Nesox's Avatar ★ Elder ★
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    /nods LINQ is really nice
    @op: you should just update your lists each frame.
    I got 7 lists that gets refreshed each frame, one for each objettype

  15. #15
    Apoc's Avatar Angry Penguin
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    Originally Posted by Nesox View Post
    /nods LINQ is really nice
    @op: you should just update your lists each frame.
    I got 7 lists that gets refreshed each frame, one for each objettype
    Didn't I tell you not to do that?!?

    Update each frame = fine.

    Updating 7 lists = baaaaaaaaaaaaaaaaaaad.

    Use 1 list, and filter when needed. Tard.

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