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Old 03-24-2003, 02:30 AM   #1
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Got a way to make it so immortals don't suffer from lag?
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Old 03-24-2003, 05:23 AM   #2
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Make them all live together in the same house as the server.
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Old 03-24-2003, 08:37 AM   #3
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Get them all broadband, get a decent connection for the server.

It works for me ;-)

More seriously lag is a product of:
1: Slow connection from server to internet
2: Slow connection from user to internet
3: Overloaded servers
4: The internet

Unfortunately only points 1&3 are under your control, 2 is in the hands of the user and 4 is down to the whims of the internet.

On a brighter note we have sorted out what we can and its very rare that 4 is a problem - I am on broadband and if my commands don't respond instantly then I consider it laggy...
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Old 03-24-2003, 09:33 AM   #4
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What I meant is anyone got the way to make it so imms don't suffer from lag from spells. like waiting three seconds due to pulses and such. Like casting create spring makes you lag a few seconds till you can do another move. That is what I meant
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Old 03-24-2003, 09:56 AM   #5
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(Sorry, enigma is right. This explanation is based on my knowledge of ROM 2.4b6, and may or may not be relevant to other codebases.)

For spells, look in do_cast (usually in magic.c, this is all off the top of my head, I'm at college so dont have any access to code) and find the line:

WAIT_STATE (ch, skill_table[sn].beats, TRUE); (or something like that, find the WAIT_STATE anyway)

Add above it:

if (!IS_IMMORTAL(ch))

This will only give the casting lag to mortals. For skills, you'll probably have to go through them all and add that line above all the WAIT/DAZE states.

That ought to do it. I've done it for my own MUD, so I'll check when I get home and let you know if I got anything wrong. That is of course assuming some other more knowledgeable person in the MUD'ding community doesn't correct me before then
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Old 03-24-2003, 12:46 PM   #6
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Yeeh, that is an entirely mudlib dependant question!

Without knowing what sort of driver/mudlib etc you are using then we can't do any more than guess.

Find the section of code which causes the mortals to wait and make it conditional on whether you are an Imm or not.

Personally I don't like the idea of locking people up like that though - the way we do it is that spells can take any amount of time to cast and don't block commands, but certain commands (like casting another spell or moving) will abort the spell.
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