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Server Help Community forums for Subgame, ASSS, and bots
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Mr Ekted Movie Geek

Gender: Joined: Feb 09 2004 Posts: 1379 Offline
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Posted: Fri Dec 10, 2004 1:18 am Post subject: Death packets |
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Doies anyone know something that I dont about death packets? All my bots do "*relkills 1" on login. They handle reliable and unreliable death packets, but only if they are of the expected size (10 bytes not counting rel header). Despite having Routing:DeathDistance:16384, there are always a few death packets that don't show up (compared to F2). Are there any known cases where death packets are of a different length, or where more than one is sent in a block. I do handle packet clustering, but this is not the same thing. _________________ 4,691 irradiated haggis! |
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50% Packetloss Server Help Squatter

Age:40 Gender: Joined: Sep 09 2003 Posts: 561 Location: Santa Clarita, California Offline
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Posted: Fri Dec 10, 2004 4:15 am Post subject: |
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From what I see in mervbot's source code, it seems to do the same thing you described: checks for 10 bytes long then splits apart the packet. From experience, I have been in arenas on more than one occasion where my scores did not update after a player died but I dont recall ever missing a death packet when I had *relkills on. I hosted a crap load of league games with ?kills in chat and never once failed to recieve a death packet. According to catid's comments in this section of his code, a score-update packet is sent right after a player dies, possably that could be of some help.
"This message is followed by a score update,
because kills are not visible all the time.
The killee & killer are assumed to have updated
their own scores, so no score updates are sent."-catid
But I believe that catid probably got most of his info about the packets from other people, mainly snrrrub, so there is probably some room for error with his assesment. |
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Mine GO BOOM Hunch Hunch What What

Age:41 Gender: Joined: Aug 01 2002 Posts: 3615 Location: Las Vegas Offline
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Posted: Fri Dec 10, 2004 9:22 am Post subject: |
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Don't you have your bot log all unknown packets that it doesn't handle?
A while ago, in a previous version of Subgame, one of Priit's fix.dll changes made it so every so often, two different packets both have the same RelID. I only figured that one out because I still had debugging code in in which it stored the previous 200 or so reliable packets, and checked to make sure I handled doubles correctly.
With one of your tests bots, you could always throw in code to keep a small checksum of previous reliable packets, and make sure they are all being sent correctly. Or if hosted locally, just keep a count of how many packets were being sent twice. |
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