MOST_CONNECTIONS (103) bug

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MOST_CONNECTIONS (103) bug

Post by John Adams » Sun Aug 09, 2009 9:18 am

Scat, we talked about this the other day. Tess now has 4 players at once, but the server stat (103) that counts the max simultaneous connections stops at 2. Not sure why. I've waited a long time, so it's not a matter of the timer not firing - the current active zones and connections since startup counters are working fine.

http://eq2.mmoemulators.com/index.php?db=tess&lb=Stats

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Re: MOST_CONNECTIONS (103) bug

Post by John Adams » Sun Aug 30, 2009 10:38 pm

LE, this bug is apparently caused by the fact that World's client.count() value never rises above 2, no matter how many connections are active at once.

Can you see what's wrong with this? Scatman and I have both looked into it, but see no valid reason why this is happening.

Thanks

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Re: MOST_CONNECTIONS (103) bug

Post by Scatman » Mon Aug 31, 2009 7:26 am

Bah, I keep forgetting about this one. I'll look at it later today.

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Re: MOST_CONNECTIONS (103) bug

Post by LethalEncounter » Tue Sep 01, 2009 5:14 pm

kk, if you can't find the cause let me know and I'll look at it Scat

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Re: MOST_CONNECTIONS (103) bug

Post by Scatman » Tue Sep 01, 2009 9:37 pm

Ok I fixed it, however I'm going to hold off on commiting it until I talk to you guys about the randomizing thing. I was thinking while writing it that maybe we should bitwise the field. 1 = randomize gender, 2 = randomize class, 4 = randomize hair, 8 = skin color, etc. Because remember those dervs I was cleaning the other night? Every single derv is a human. The only difference is their gender and hair/facial hair type and color. So it'd be nice to say "hey, I only want to randomly generate their hair color, hair type, and gender please!"

Whatcha think?

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Re: MOST_CONNECTIONS (103) bug

Post by John Adams » Tue Sep 01, 2009 10:17 pm

I thought we already decided the only things to randomize was the feature, that the model_type was not part of it? Regardless, I like your idea of picking a component to randomize... except for the standard person not really grasping bitwise (you know I love them to death and want to use them everywhere ;))

I know your idea is to randomize multiple parts at once, one command. I'd say try it out, if anyone complains, we'll make another command with parameters instead.

/randomize hair_color
/randomize cheek_type
/randomize penis_size

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Re: MOST_CONNECTIONS (103) bug

Post by Scatman » Tue Sep 01, 2009 10:56 pm

Ok, what about keeping the bitwise field and the / commands just set that database field for the npc properly?

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Re: MOST_CONNECTIONS (103) bug

Post by John Adams » Wed Sep 02, 2009 6:14 am

Ohhhh, I see what you're saying now. You aren't saying we enter /randomize 38921 to do just hair, cheek, chin, skin color, hair highlight blah. You're saying just store what is able to be /randomized in the field so it's still just a plain ol "/randomize" command that now only changes whatever the bitwise allows?

Then yes. Perfect :)

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Re: MOST_CONNECTIONS (103) bug

Post by Scatman » Wed Sep 02, 2009 10:15 am

Yuppers!

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Re: MOST_CONNECTIONS (103) bug

Post by LethalEncounter » Wed Sep 02, 2009 3:44 pm

Yah I don't have a problem with that Scat, would definitely reduce the amount of spawns :P

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Re: MOST_CONNECTIONS (103) bug

Post by John Adams » Wed Sep 02, 2009 4:51 pm

LethalEncounter wrote:Yah I don't have a problem with that Scat, would definitely reduce the amount of spawns :P
You have no idea what a nightmare this will play out for me though... I see the spawns from the packet logs, and now I have to choose between which ones I actually want? The pressure will be too great!!

Actually, Scat and I already figured we'd keep what we get from packets - and use this as a tool to fill in all those possible missing combos we see in Live, that we can never fully collect. I think it's a great idea. Not sure how it'll effect the raw data, but we'll cross that bridge blah blah.

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