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[v1.8.10] Update: Asynchronous Outbound Network Queue, Actor Visibility Resync & TCP Framing Shield

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Zethrone
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Yesterday, 10:13 AM #1
Nephalem,

We have deployed v1.8.10, a foundational networking and infrastructure update. By executing deep TCP buffer stress tests and reviewing packet loss anomalies during area transitions, this update introduces a fully asynchronous outbound connection queue, completely eradicating the data-drop glitches that caused world doors, followers, and summoned minions to turn permanently invisible.

Asynchronous Outbound Connection Queues & TCP Shielding
  • Eradication of Silent Packet Drops: discovered a structural flaw inside the legacy Connection.Send pipeline where temporary socket congestion or latency spikes forced the main thread to discard queued bytes or completely mute outbound transmissions for 250ms without closing the socket. Because the server marked these missing actors as already revealed, clients remained permanently blind to crucial world elements.
  • Dedicated Asynchronous Writer Threads: implemented an independent FIFO (First-In, First-Out) memory queue per connection. The game loop thread now seamlessly offloads outbound messages to a dedicated asynchronous network worker, completely removing socket polling and network blockages from the main world tick thread.
  • Absolute TCP Framing Protection: by ensuring that partial packets are never dropped mid-stream, the engine safely preserves strict TCP data stream framing. This prevents the downstream corruption of gameplay packets when hopping rapidly between towns and dungeons.
  • Bounded Queue Safeguards: enforced hard memory limitations capped at 16 MiB (ClientSendQueueMaxBytes) and 16,384 packets (ClientSendQueueMaxPackets) per user session. Breaching either threshold will immediately drop the lagging socket safely via the [OutboundQueue] handler to protect global server stability.
World Entry, Follower & Minion Synchronization
  • Flawless Transition Visibility: completely resolved the issue where followers (Templar), Necromancer skeletons, Golems, and quest doors vanished when returning to main hubs or crossing into cathedral areas. Visibility registries are now perfectly retained up to their physical delivery point.
  • Recursive Network Call Cleanup: removed a hazardous data loop where partially transmitted packets could trigger recursive network warning alerts. This eliminates a critical edge-case where warning logs would accidentally splice into active outbound data frames, corrupting client visualization arrays.

Expected gameplay impact
  • Seamless Area Transitions: complete structural awareness when moving through portals, world doors, and waypoints; town elements, followers, and minions will consistently render instantly upon arrival.
  • Buttery Smooth Game Loop: severe micro-stutter relief during heavy zone loads as network packet formatting is entirely uncoupled from game tick processing.
  • Isolate Connection Stability: individual player latency spikes or slow client responses will remain entirely sandboxed, preventing high-ping users from dragging down server tick performance for the rest of the party.

If you notice instability, please report hero name, zone, UTC time, and whether .offline was active in Support.

- Zethrone Team

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