Quote:
Originally Posted by Bumamgar
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What happens now is that there is an in-memory structure for each merchant on the server side. That structure has slots for 80 items. This structure is directly manipulated when the merchant spawns to populate it's initial item tally, and then by the trading code whenever items are purchased or sold.
When a player interacts with a merchant, a request is sent from the client to the server, and the server responds by sending the merchant structure to the client. It doesn't currently have any logic to manipulate this structure, it simply takes the memory object and encodes it as a network packet and sends it over. This means that all 80 slots get sent to the client for display.
To modify this behavior, it would be required to have the code create a copy of the current in-memory structure of the merchant, modify that copy to zero out the bottom 40 items in the list, and then send that modified copy to the client.
It's doable, but not necessarily trivial and might have unforeseen impact on other things (for one thing, it would result in slightly increased server load).
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Ahh, ok. Thank you for the clarification, and I understand the issue. I'll drop this until (and if) I ever get a chance to track down the code myself and if I have something more helpful to offer. Thanks for taking the time to respond in detail.