On Sun, 13 Dec 1998, Francis Hotchkiss wrote: > I was wondering if the list could help me with a problem I'm >having(actually that stock has, it it isn't as noticable in stock...) >When a huge amount of data is sent the buffer of data that gets sent to >the player, the game writes ALL of that data at once, causing players on >slower connections(a modem) to lose link. This can be seen be doing a >'where o sword' as a god in stock. I was wondering if there is a way to >send the data as smaller packets, instead of one huge chunk? This way >players wouldn't lose thier connection from the mud by being "spammed >out". Any advice would be welcome :) The way the MUD works, you won't be dropping people unless the server is on a modem which can't handle the load. Client speed is not a factor since the MUD won't send to people who can't accept the output yet. -- George Greer, greerga@circlemud.org | Genius may have its limitations, but http://mouse.van.ml.org/ (mostly) | stupidity is not thus handicapped. http://www.van.ml.org/CircleMUD/ | -- Elbert Hubbard +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | +------------------------------------------------------------+
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