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Death packets

 
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Mr Ekted
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PostPosted: Fri Dec 10, 2004 1:18 am    Post subject: Death packets Reply to topic Reply with quote

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.
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50% Packetloss
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PostPosted: Fri Dec 10, 2004 4:15 am    Post subject: Reply to topic Reply with quote

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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Hunch Hunch
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PostPosted: Fri Dec 10, 2004 9:22 am    Post subject: Reply to topic Reply with quote

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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