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Abthalok | Thu 04-Dec-03 05:49 PM |
Member since 04th Dec 2003
36 posts
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#3151, "The new anti-reconnection code"
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Just wundering if it would be possible to only apply this to when your in a pk or fighting situation. I've only recently been having connection difficulties (maybe due to the code, who knows) and it seems pointless to lag me after I lose connection walking around, or fighting a mob. PK situations I can see the need for it, to stop the exploitation of reconnectors, but outside of pk situations... not sure there is a need.
thanks. Abthalok
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I agree, and I think...TXT,
Jelomar,
04-Dec-03 06:43 PM, #1
Not going to happen.,
Valguarnera,
04-Dec-03 10:10 PM, #2
Yo.,
Dallevian,
04-Dec-03 10:35 PM, #3
Agreed.,
Krivohan,
04-Dec-03 11:03 PM, #4
RE: Yo.,
Zulghinlour,
05-Dec-03 03:30 AM, #5
RE: Yo.,
DemonLlama,
05-Dec-03 09:15 AM, #6
We don't see your command buffer,
Yanoreth,
06-Dec-03 12:30 PM, #9
RE: We don't see your command buffer,
Sailatinu,
06-Dec-03 10:47 PM, #10
Question about the reconnect code:,
Isildur,
06-Dec-03 11:38 PM, #11
An idea.,
Dallevian,
05-Dec-03 03:19 PM, #7
I think he meant soda pop nt,
dwimmerling,
05-Dec-03 04:02 PM, #8
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Jelomar | Thu 04-Dec-03 06:43 PM |
Member since 18th Mar 2003
4 posts
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#3152, "I agree, and I think...TXT"
In response to Reply #0
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It would be cool if you could fade out or something like 5 minutes once every hour you play for just like a little chance to grab a pop or something IF you have not been fighting recently or anything...so like quit kinda, but you don't actually have to quit then login five minutes later.
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Dallevian | Thu 04-Dec-03 10:35 PM |
Member since 04th Mar 2003
1643 posts
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#3154, "Yo."
In response to Reply #2
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I ask that his post not prevent you from acknowledging the initial post. I think it's a fair request, myself. The only situation I can think of offhand is an invoker practicing spells without the use of a mob or somesuch and reconnecting, but that's rare enough that it should be ok. I do like the lag on reconnecting to clear buffer, though. Good idea. But for people like me who play on a pos school network, it hurts. I get bumped from my connection about every three or four minutes during high trafic times (ie anytime past midnight). I think it'd be kosher to only have the reconnect lag come into effect when the character is in combat with a pc or a mob.
Or at least halve the lag. *shrug*
Good night I hope that was coherant.
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Zulghinlour | Fri 05-Dec-03 03:30 AM |
Member since 04th Mar 2003
9792 posts
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#3157, "RE: Yo."
In response to Reply #3
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So it's okay if let's say, you're speedwalking down the eastern road, fall into some quicksand and have 40 more easts entered in and the invoker is twenty rooms away for you to clear that buffer to prevent the death you're likely to get because you are going east 40 more times out of quicksand?
Honestly...there are other situatiosn where you aren't currently fighting and you drop link to clear your command buffer and come back that should be just as deadly as if you are in PK. While the total time disconnected that causes the lag may shorten, I don't see it only happening if you are fighting someone. So long, and thanks for all the fish!
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DemonLlama | Fri 05-Dec-03 09:15 AM |
Member since 04th Mar 2003
13 posts
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#3159, "RE: Yo."
In response to Reply #5
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Is there any way to do it based on the amount of commands in the buffer?
If I'm tooling down Eastern with, perhaps, only one or two extra "e"s in there... I don't think I should be penalized by the code if I have to reconnect.
So, some sort of mix of the time thing, and the command buffer thing. If you reconnect within a certain time period, and your buffer is greater than X commands, lag. Or, base the lag on the amount in the buffer... that guy with 40 "e"s in there should be penalized more than the other guy.
This might already be in there, but I don't remember seeing anything about it... just that if you reconnect really quickly, you get lagged.
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Yanoreth | Sat 06-Dec-03 12:30 PM |
Member since 10th Mar 2003
896 posts
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#3191, "We don't see your command buffer"
In response to Reply #6
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The way the buffering system works is that we take the first command from you, then we don't even read the next command pending (if any) until your character can execute it. So there's currently no way for the mud to know how much you've filled your command buffer, or even if you have a command waiting. Your "buffer" is all on your end, which is why dropping link can clear it so conveniently.
Reading in 10 or 20 commands at a time to create a buffer on the mud's end would be really irritating for spam walkers, and it would definitely increase considerably the amount of memory and processing command buffering takes.
I think the problem some folks are encountering when their whole ISP goes out on them is that the ISP isn't making a clean break for us. In other words, you haven't appeared to drop link until you actually try to reconnect. That could be a few minutes later, during which you were just sitting idle but not actually disconnected.
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Dallevian | Fri 05-Dec-03 03:19 PM |
Member since 04th Mar 2003
1643 posts
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#3162, "An idea."
In response to Reply #5
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What if you base the noncombat lag off of non-grouped pk targets? This will mostly help in ranking situations, where if I reconnect and the only pkable people near me are in my group, no lag. But if someone is out of my group and in range, then the lag hits me.
Or you could just go with reducing the lag for reconnecting noncombative characters. I'm just full of incoherent ideas that might make sense to someone shooting beer out of his nose early in the morning. *sigh*
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