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» SmaugMuds.org » Codebases » AFKMud Support & Development » re-connect lag for mortal pla...
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re-connect lag for mortal players
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Post is unread #1 May 12, 2011, 8:07 pm
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crone
Fledgling
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Posts10
JoinedMay 10, 2011

I use to add some lag for who is not IMMORTAL.
This is because some players to avoid the lag by spells (such as sanctuary) or skills lag, normally reconnect.

I think i've found the solution

in descriptor.cpp
in short descriptor_data::check_playing( const string & name, bool kick )
after
         connected = cstate;
         check_auth_state( ch ); /* Link dead support -- Rantic */
         show_status( ch );
i added
	 if (ch->level < LEVEL_IMMORTAL)	/* lag for mortals on reconnect C */
	 {	
		  ch->WAIT_STATE( 50 );
	 }

and in short descriptor_data::check_reconnect( const string & name, bool fConn )
after

        connected = CON_PLAYING;
        check_auth_state( ch ); /* Link dead support -- Rantic */
        show_status( ch );
i added
  	if (ch->level < LEVEL_IMMORTAL)   /* lag for mortals on reconnect C */
	{
		  ch->WAIT_STATE( 50 );
	 }
       
Post is unread #2 May 13, 2011, 5:14 am
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Quixadhal
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That's a solution. A better one would be to make the lag associated with spells and other intended sources be tied to the character based on time, rather than to the descriptor which gets reset when you reconnect.

The whole "wait state" system is rather brain dead, IMHO. Has anyone considered rewriting it to use cooldowns?
       
Post is unread #3 May 13, 2011, 7:15 am
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Kayle
Undying
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JoinedMar 21, 2006


Quixadhal said:

The whole "wait state" system is rather brain dead, IMHO. Has anyone considered rewriting it to use cooldowns?


I have, but never got around to it.
       
Post is unread #4 May 13, 2011, 11:54 am
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Samson
Black Hand
GroupAdministrators
Posts3,588
JoinedJan 1, 2002

That seems extraordinarily cruel to do. A wait state of 50 is pretty long, probably long enough that they could just disconnect and wait for auto-quit and have that be faster than dealing with a delay factor of 50. Plus there's no way to know if they link dropped on purpose. I can't count the number of times I've hit the wrong X on something while multitasking.
       
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