On Fri, 21 Jul 2000, I wrote:
> Humm. It takes 15 seconds for the idle timer to go off, unless you've
> changed something. I can't imagine your players are not getting a visual
> cue that they're logged in and are unable to send any data for 15
> seconds...
Oops, I should have said, "I can't imagine your players are not getting a
visual cue that they're logged in and are unable to send any data for *30*
seconds." True, check_idle_passwords() is called every 15 seconds, but
idle_tics is implemented so that it starts at 0 and must be non-zero
before it kicks someone off -- it will increment idle_tics if it's zero.
In effect, doubling the amount of time it takes to idle out. So when you
change heartbeat() to call check_idle_passwords() every 30 seconds, you
are allowing a full minute of idle time on login.
And, yes, I know, it's easy to explain how people can get idled off
without a visual cue by saying, "lag," but that doesn't make it any easier
to imagine. The game should be fairly unplayable with more than 30
seconds between entering a command and seeing the result.
-dak
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