Andrew Ritchie wrote: > > > that is entirely client based... You're mud has no control over > > it (that is > > of course assuming that you don't require your players to use a > > custom client > > that yall created just for you rmud....) so no. :) > > > > JD > > That's not entirely true. It is for most muds... > Your MUD can intercept characters as well as other keys, like the up and > down arrows. True if you're using character mode. However most muds use line mode, IE they tell the connecting client to send a line of text at a time, not to waste the bandwidth sending 1 char at a time (1 char + tcp/ip header = 50-60 bytes, not a lot but a bit silly, I can't remember the exact numbers) > It requires simply a little revamp of parse_input() or a similar function. > > At the moment, your server probably grabs every key that is typed by the > player and stores it in a buffer, 'waiting' until it recieves the enter key, > when it parses the input and runs a certain ACMD() function. nope, the client buffers until it's got a whole line ready. Checking with tcpdump you can see that packets only get exchanged after hitting return. > Theoretically, you could edit the code and make it display, to the > character, their last command when they hit the up arrow. I have menus which > only require a single key to be pressed (they don't need the player to hit > the enter key). You must have changed the mode that the client works, I can't get anything to do that with straight telnet under linux (maye windows telnet does though...) Cheers, Chris +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | +------------------------------------------------------------+
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