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Check lag with mervbot?

 
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ede
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PostPosted: Sat Dec 06, 2003 10:19 pm    Post subject: Check lag with mervbot? Reply to topic Reply with quote

How do you check players lag with mervbot?
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SuSE
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PostPosted: Sat Dec 06, 2003 11:22 pm    Post subject: Reply to topic Reply with quote

there's a plugin for it - I think Explody wrote it

get it from mervbot.com when it's back online (hopefully soon)

or someone might provide it for you or perhaps it's somewhere on ssdownloads.com somewhere
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ede
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PostPosted: Sat Dec 06, 2003 11:38 pm    Post subject: Reply to topic Reply with quote

I dont want a bot. I want to know code to do it.
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myke
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PostPosted: Sun Dec 07, 2003 12:04 am    Post subject: Reply to topic Reply with quote

private message the person with *lag if you're a sysop? not sure if it's only sys op or what that can do it

if you mean in c++ i can't help you cause i don't have c++ and not in the mood to look for my CD
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Cyan~Fire
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PostPosted: Sun Dec 07, 2003 12:17 pm    Post subject: Reply to topic Reply with quote

Ask Explody for the source to his lagbot. I don't know why you'd want to recode it though, as his version is great.
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ExplodyThingy
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PostPosted: Sun Dec 07, 2003 12:18 pm    Post subject: Reply to topic Reply with quote

Its really quite simple. A player requests "!lag MooMan". The bot iterates the player list and sends *lag when it finds a match. Then, in EVENT_Chat in MSG_Arena, you wait for a message that starts with "PING ". Thats the response from *lag. Then you just piece it apart and convert to integer the various numbers.
From there you can formulate a response and compare it against the limits.
Ill post the source if you wish, but keep in mind, it was one of the first ones I wrote and makes exessive use of Cat's String datatype. ITs really easy with that type, since its split() and to integer methods are quite useful with this type of message
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Ede
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PostPosted: Mon Dec 08, 2003 4:36 pm    Post subject: Reply to topic Reply with quote

Well, that works then. I know how to send commands and then examine it in the EVENT_Chat. I might have problems spliting it up, but that shouldnt be too big of a problem... How do you know what chat message is which players? Like what if two players check two peoples lag at same time?
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PostPosted: Mon Dec 08, 2003 6:12 pm    Post subject: Reply to topic Reply with quote

MERVBot works where each command is processed in exact order received so you don't have to worry about two people asking at once.

But my question still stands... why rewrite Explody's plugin??
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ExplodyThingy
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PostPosted: Mon Dec 08, 2003 8:22 pm    Post subject: Reply to topic Reply with quote

Well, actually, that is a known flaw. If two players request stats on two diferent players, the second checked player may be blamed for the first player's lag. You can really see this if your running the bot on a dialup machine, as the ~1200ms round trip data can delay it a bunch (300 there, 300 to send *lag, 300 to recieve readout). Another possible flaw that is present in my bot is the potential for spoofed messages. If a mod does "*arena PING Current: Muhahaha I pwnzor you!" then the bots response may very well be trashed. This can be minimized by the last thing in this post.

Also, you should be careful about how you store players such as the person requesting the check and the person checked. Its best to keep the player name in sting and iterate the list each time you need to get a player, rather than to store a pointer for each. It is possible for either one of the players to leave in that second delay between sending *lag and recieving the data.

If youre using atoi or equivalant to convert the string to numbers, make sure to spilt the ploss at the decimal point, and convert both of them into doubles. Divide the second one by 10, add it to the first and then youll have a legitimate readout. Also make sure to account for the funky negative ploss, as the display is -0.-1 instead of -0.1.

You should play with timers, too. Set a time to a player's tag to make sure they dont spam the bot with !lag or whatever you use. Set a timeout thing, to make sure that if the bot doesnt get a *lag response in ~5 seconds, expire it.
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ede
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PostPosted: Tue Dec 09, 2003 9:53 pm    Post subject: Reply to topic Reply with quote

Quote:
But my question still stands... why rewrite Explody's plugin??


I dont want a lagger speccing bot, im going to be doing something else with the info... in fact, there are no limits, no speccing, no anything to do with dealing with laggers.
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ede
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PostPosted: Thu Dec 11, 2003 6:07 pm    Post subject: Reply to topic Reply with quote

Explody, any way possible you could share your code with us for that plugin?
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ExplodyThingy
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PostPosted: Thu Dec 11, 2003 7:42 pm    Post subject: Reply to topic Reply with quote

Enjoi.

What Im already working on as an alternative to this version is an "average lagger" it systematically *lags everyone in the arena, continuously, probably 1 send every minute, 1 player per send. It logs all the fields of the lag data and generates averages of a players info. If in league or in another event, thier current data deviates an excessive ammount from their average, then staff is notified of potential cheating.




lagbot merv plugin version .71

lagbot.zip - 10.27 KB
File downloaded or viewed 32 time(s)
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ede
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PostPosted: Fri Dec 12, 2003 10:54 am    Post subject: Reply to topic Reply with quote

Well sometimes the lag may not be your fault, more lag on the current line, ISP problems, ect.
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PostPosted: Fri Dec 12, 2003 6:02 pm    Post subject: Reply to topic Reply with quote

That's why it would notify, not automatically ban them.
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