Re: Rom... BOOT?
That's the wrong end of it. That kills a connection when the OS won't take all of the mud's *output* in one go. The code dates all the way back to Diku, if you're interested. Machines had little memory to spare when Diku was developed, and they weren't about to waste it doing all kinds of caching for spammy players on slow connections.
OP: Most games just truncate very long lines of player input. I'm not sure why a typical ROM would just kick you like that, but have you examined the log file? ROM's usually logs *something* when a connection is made or dropped.
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