Quote:
Originally Posted by shadowman123
**** it i still dont get it 
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Sources for all intensive purposes were handling it 'wrong' for simplicity sake (avoiding writing a new class). Packets are simply a binary stream of information being sent between client and server. The number of bytes in the spawn entity packet and update entity packet (which control status effects) has grown beyond what a ulong can hold (old patches it only took up 8 bytes which meant ulong was convenient to use). As TQ added more effects, it took up more and more space and we, when emulating their servers just split it into 2 ulong 'pools' for simplicity sake.
Hybrid's BitVector system was a way around that and does not use the standard ulong status effect pools that many on epvp have gotten accustomed to. As such you can set the number of bytes to use and it will work just fine. You just set the individual bit offsets to on or off and you're done.
<Disclaimer> I've never read through his system. I'm just describing on how I assume it works
<Edit>
It helps if you understand how binary works in relation to hex and decimal numbering systems. I'd suggest looking up what a Binary Octet is for starters to understand how most values in packets will be stored.