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ASSS Questions - Command delay

Anonymous - Tue Jul 19, 2005 8:23 pm
Post subject: Command delay
Noticed something with are bots, when they send like 30 commands in a straight line (lets say burning all of a ships items), it seems to do a few every 5 seconds. like pulses, but eventually finishes. I checked all the chatdelay settings and so on, cant find anything.
Anonymous - Tue Jul 19, 2005 8:24 pm
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Also, is there a problem with watchdamage? Or is it in a module im not loading
Anonymous - Tue Jul 19, 2005 8:25 pm
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*typos
Dr Brain - Tue Jul 19, 2005 8:27 pm
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?insmod watchdamage
Anonymous - Tue Jul 19, 2005 8:36 pm
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though so, thanks man
Anonymous - Tue Jul 19, 2005 8:43 pm
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any idea about the first item?
Anonymous - Tue Jul 19, 2005 8:49 pm
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Also, server keeps deadlocking at random

E <deadlock> deadlock detected, aborting
Killed
Dr Brain - Tue Jul 19, 2005 8:56 pm
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Log in so you can edit your posts.
phong - Tue Jul 19, 2005 9:33 pm
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Also, arena sounds?
Bak - Tue Jul 19, 2005 10:23 pm
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the bot does not think it's sysop. This happens every once in a while when logging in a bot for who knows what reason. I solved it by just editing mervbot to think it's always a sysop
Anonymous - Tue Jul 19, 2005 11:03 pm
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that for arena sounds or the delay in sending msgs/commands
Muskrat - Wed Jul 20, 2005 1:06 am
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Bak was talking about the delay, for mervbot to send an arena msg with sound you would put:
Code: Show/Hide
sendPublic(SND_Hallellula, "Blah Blah");

These are the other sound codes:
Code: Show/Hide
enum Chat_SoundBytes
{                     
   SND_None,            // 0  = Silence
   SND_BassBeep,         // 1  = BEEP!
   SND_TrebleBeep,         // 2  = BEEP!
   SND_ATT,            // 3  = You're not dealing with AT&T
   SND_Discretion,         // 4  = Due to some violent content, parental discretion is advised
   SND_Hallellula,         // 5  = Hallellula
   SND_Reagan,            // 6  = Ronald Reagan
   SND_Inconceivable,      // 7  = Inconceivable
   SND_Churchill,         // 8  = Winston Churchill
   SND_SnotLicker,         // 9  = Listen to me, you pebble farting snot licker
   SND_Crying,            // 10 = Crying
   SND_Burp,            // 11 = Burp
   SND_Girl,            // 12 = Girl
   SND_Scream,            // 13 = Scream
   SND_Fart,            // 14 = Fart1
   SND_Fart2,            // 15 = Fart2
   SND_Phone,            // 16 = Phone ring
   SND_WorldUnderAttack,   // 17 = The world is under attack at this very moment
   SND_Gibberish,         // 18 = Gibberish
   SND_Ooooo,            // 19 = Ooooo
   SND_Geeee,            // 20 = Geeee
   SND_Ohhhh,            // 21 = Ohhhh
   SND_Ahhhh,            // 22 = Awwww
   SND_ThisGameSucks,      // 23 = This game sucks
   SND_Sheep,            // 24 = Sheep
   SND_CantLogIn,         // 25 = I can't log in!
   SND_MessageAlarm,      // 26 = Beep
   SND_StartMusic = 100,   // 100= Start music playing
   SND_StopMusic,         // 101= Stop music
   SND_PlayOnce,         // 102= Play music for 1 iteration then stop
   SND_VictoryBell,      // 103= Victory bell
   SND_Goal            // 104= Goal!
};



But, you were talking about asss first right? Oh well, I'm so confused...
Mr Ekted - Wed Jul 20, 2005 1:59 am
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Bak wrote:
the bot does not think it's sysop. This happens every once in a while when logging in a bot for who knows what reason. I solved it by just editing mervbot to think it's always a sysop


What makes a bot "think" it's sysop? Do you do *listmod after logging in? Is there something I missed in the login reply packet that says what access you have?
Cerium - Wed Jul 20, 2005 2:08 am
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Well, the bots arent merv, so thats out (as well as what ekted just said).

My uneducated guess is that the original chat message -- which contains the sound code -- is dropped after its processed as a command. ASSS probably doesnt tranfer the sound code for arena/zone messages.
Assuming this is the problem, it would probably be an easy bug to fix, and someone less lazy than I should get on it.
Mine GO BOOM - Wed Jul 20, 2005 3:20 am
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Mr Ekted wrote:
Is there something I missed in the login reply packet that says what access you have?

Based upon the login response packet (0x0A), if the client checksum is 0xFFFFFFFF, then you know you have moderator access, and subgame will let you play sounds, that the client should show private frequencies, ?flags should show flag locations (ok, this isn't there anymore), etc. I used this for my bot core so it would refuse to enter any zone unless it was at least a mod, to prevent abuse.

I'm assuming this is what Mervbot does to say if it allows the sound flag to be set on outgoing messages.
Grelminar - Wed Jul 20, 2005 5:01 am
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Yeah, sound codes aren't propagated to command handlers. It would require one of: changing the command callback signature (which would require changing a ton of code, and be annoying for the 99% of commands that don't use sounds), adding another type of command handler (which is just annoying and messy), or doing the really disgusting hack that I have in mind (which would be, well, really disgusting). Since there are so few commands that want sound codes, I'm slightly leaning toward the really disgusting hack.
Cerium - Wed Jul 20, 2005 7:03 am
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Merv does both:
It checks for the -1 checksum, but when found, it does nothing more than print a message about having VIP.
Once logged in, it sends *listmod to determine if it has smod/sysop.


Grel, any idea on what would cause messages to be sent/relayed in small bursts?
Chambahs - Wed Jul 20, 2005 9:08 am
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uhhh, maybe the bot is lagging?
Anonymous - Wed Jul 20, 2005 12:12 pm
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bot is on the same box, connecting through localhost/127.0.0.1
Cerium - Wed Jul 20, 2005 3:53 pm
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Also, the bot was the first thing we checked. Theres no delay present on subgame. Its something specific to ASSS.
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