Sounds like you're not getting back to your accept call in the socket code. Connections that are valid ( complete the TCP three-way handshake ) are queued on the socket for the accept call. I don't have my source code handy, but I'd check out comm.c and see if there isn't something preventing the program from getting back to the accept call after the fourth player logs on. Hope this helps... Jared Jason Buckler wrote: > > In <3.0.1.32.19971231083829.006e8cfc@pop.ici.net>, on 12/31/97 at 08:38 > AM, > StormeRider <silk@ICI.NET> said: > > >>>nameserver_is_slow = NO and nameserver_is_slow = YES in config.c, and > >> > >>Did I miss something? There are *TWO* entries of the same option in > >>config.c? Huh? > > >He tried both ways. > > That is correct. I tried it both ways. In addition, I've got some > additional information: > > When the fifth person tries to connect, my telnet session hangs with the > "Connecting to.." message. If one of the users online quits, then exits > out of the game/telnet session, the fifth user IMMEDIATELY connects and > is presented with the normal logon screen. Again, MAX_PLAYERS is set to > 150 in config.c .. This one is blowing my mind, since I haven't made any > changes in 12 months. > > Jason > -- > ==================== > Jason Buckler > doobie@ibm.net > buckfloyd@aol.com > > +------------------------------------------------------------+ > | Ensure that you have read the CircleMUD Mailing List FAQ: | > | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | > +------------------------------------------------------------+ +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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