> > This is what I don't want: > >> cast 'lightning bolt' drake - 1st command > > cast 'lightning bolt' drake - 2nd, still lagging from 1st > > cast 'fireball' drake - 3rd, not even close > > > > Drake breaks your head open. > > You have died. blah blah blah > > > > MENU > > lag > > Invalid menu choice! > > MENU > > Invalid menu choice! > > MENU > > > > > I take you want to flush all the pending commands after a battle so you > don't get spammed with all the queued up commands. if thats the case you > probably want to add something to die or raw_kill that would empty out > all the currently received data that the players descriptor has. Actually, that probably wouldn't work. If you're having latency problems realize that the data is never sent to the server (or received) in the first place. It's just filling up an invisible queue maintained by your tcp/ip stack. Tcp tries to send - fails.. repeats. So, you can flush the buffer all you want, but this is what the server will get; client: run command : kill monster server: run a round of battle server: run a round of battle server: kill character server: flush incoming buffer server: present after-death screen client: cast 'spell' at monster client: cast 'spell' at monster client: cast 'spell' at monster The only way to 'fix' this is to write a custom client that can react in the proper way, or an easier solution, simply appear to react in the correct way. PjD -- +---------------------------------------------------------------+ | FAQ: http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | | Archives: http://post.queensu.ca/listserv/wwwarch/circle.html | | Newbie List: http://groups.yahoo.com/group/circle-newbies/ | +---------------------------------------------------------------+
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