Refactors the messages sent over socket when updating party member data to be more minimal per request by RuneLite.
The current method of updating a party members data is to send the entire object whenever any data has been updated. This method is now only used when a new person joins the party, the UserSync event is triggered, someone logs into a new account, or logs in for the first time.
For everything else I've broken it down so it only sends the data that has changed and created a batched event to send multiple of these requests at the same time if necessary. I believe this will vastly reduce the average payload size.
Refactors the messages sent over socket when updating party member data to be more minimal per request by RuneLite.
The current method of updating a party members data is to send the entire object whenever any data has been updated. This method is now only used when a new person joins the party, the
UserSync
event is triggered, someone logs into a new account, or logs in for the first time.For everything else I've broken it down so it only sends the data that has changed and created a batched event to send multiple of these requests at the same time if necessary. I believe this will vastly reduce the average payload size.