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 +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | +------------------------------------------------------------+
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