Looking at the ad messages of the past few days, I found that a large percentage of those are not associated with one of the market territories, but with a bank or city territory instead.
Location => Number of messages
{"Bank of Bridgewatch"=>17468,
"Martlock Marketplace"=>17149,
"Caerleon Market"=>82056,
"Caerleon"=>1803,
"Lymhurst Marketplace"=>6440,
"Cleft Pound"=>106,
"Bank of Fort Sterling"=>14101,
"Forest Cross"=>174,
"Mountain Cross"=>639,
"Fort Sterling"=>619,
"Bank of Caerleon"=>795,
"Thetford Marketplace"=>13768,
"Martlock"=>108,
"Goffers Knoll"=>410,
"Bank of Martlock"=>96}
Regner suggested the most likely explanation would be that the location_id is not properly extracted:
"When a play loads into the game, and whenever the move between zones, we try and catch the packet where they request the zones info. from that we set the players location. if their computer is being slow and we don't spin up the new threads quickly enough we will miss that zone transition packet. and the players location wont be updated"
Ultraporing suggested a potential solution:
" that can be fixed really easy: create a threadpool"
Looking at the ad messages of the past few days, I found that a large percentage of those are not associated with one of the market territories, but with a bank or city territory instead.
Location => Number of messages
{"Bank of Bridgewatch"=>17468,
"Martlock Marketplace"=>17149,
"Caerleon Market"=>82056,
"Caerleon"=>1803,
"Lymhurst Marketplace"=>6440,
"Cleft Pound"=>106,
"Bank of Fort Sterling"=>14101,
"Forest Cross"=>174,
"Mountain Cross"=>639,
"Fort Sterling"=>619,
"Bank of Caerleon"=>795,
"Thetford Marketplace"=>13768,
"Martlock"=>108,
"Goffers Knoll"=>410,
"Bank of Martlock"=>96}
Regner suggested the most likely explanation would be that the location_id is not properly extracted:
"When a play loads into the game, and whenever the move between zones, we try and catch the packet where they request the zones info. from that we set the players location. if their computer is being slow and we don't spin up the new threads quickly enough we will miss that zone transition packet. and the players location wont be updated"
Ultraporing suggested a potential solution:
" that can be fixed really easy: create a threadpool"