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How to reduce the lag down?

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u33...@twncu865.ncu.edu.tw

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May 1, 1993, 6:22:43 PM5/1/93
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Hi all mud implemetors or coders,

Here is just a little question:

I am running a mud myself now, but I find that people telnet from far away will
get lagged too much and cannot play smoothly (what a fate?)
And is it possible to code the comm.c and make the linkage more smoothly as
players playing on it?
If it's just a network prob, tell me too please .. it will be appreciated :)

Sincerely,
Aurona

u33...@twncu865.ncu.edu.tw (VAX)
u33...@sparc20.ncu.ed.tw (UNIX)

Gnort, Tenured Net Newbie

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May 1, 1993, 12:33:40 PM5/1/93
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u33...@twncu865.ncu.edu.tw writes:

>I am running a mud myself now, but I find that people telnet from far away will
>get lagged too much and cannot play smoothly (what a fate?)
>And is it possible to code the comm.c and make the linkage more smoothly as
>players playing on it?
>If it's just a network prob, tell me too please .. it will be appreciated :)

It's a network problem. Of course you can always find bits in the diku code
to make it run faster, but don't expect (for quite some time anyway)
Europeans and Americans to be able to play your mud without lag. I doubt
Taiwan is connected to the net at large with `heavy' links.
I am, of course, not an expert ;)

>Sincerely,
>Aurona

Lars
--
Gnort @ { DikuII | Unicorn | Discworld } gn...@daimi.aau.dk

Douglas Parvin

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May 1, 1993, 4:26:57 PM5/1/93
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u33...@twncu865.ncu.edu.tw writes:

>Hi all mud implemetors or coders,

>Here is just a little question:

>I am running a mud myself now, but I find that people telnet from far away will
>get lagged too much and cannot play smoothly (what a fate?)
>And is it possible to code the comm.c and make the linkage more smoothly as
>players playing on it?
>If it's just a network prob, tell me too please .. it will be appreciated :)

>Sincerely,
>Aurona

Most lag is network generated, and there's nothing you can do about it. This
is probably the case if you notice differences based on where people are
telneting from. Many Dikus are also cursed with system lag, which is often
due to world size and many players. This has turned me off of some otherwise
decent muds. The only efficient remedy I've seen, though I'm not denying there
are others, is Carnage's unloading idle zones from memory, and then loading
them back up seamlessly when a player enters. This made a big difference, as
system lag virtually disappeared. Of course, this was probably more important
to Carnage, since virtually every mob had some special procedure, which I
assume uses more resources than vanilla mobs.

But it sounds as though you're just stuck at a remote corner of the internet.
Not much you can do...


--
-------------------------------------------------------------------------
Douglas Parvin
par...@husc.harvard.edu

Christer Borang

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May 1, 1993, 4:23:00 PM5/1/93
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>u33...@twncu865.ncu.edu.tw writes:

>>Sincerely,
>>Aurona

>Lars

Well, the link seems good enough for a lot of people playing Kingdoms
(An LPmud at CTH, Gothenburg (Sweden))...at this moment, there are two
players from Taiwan, but I've seen 6 on at the same time. :-)

//Christer aka Mort @ most european muds.
--
Det finns inget som g|r kvinnor s} vackra som alkohol och st{ngningsdags...

Dean Gaudet

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May 3, 1993, 10:49:17 AM5/3/93
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In article <1MAY93....@twncu865.ncu.edu.tw> u33...@twncu865.ncu.edu.tw writes:
>I am running a mud myself now, but I find that people telnet from far away will
>get lagged too much and cannot play smoothly (what a fate?)
>And is it possible to code the comm.c and make the linkage more smoothly as
>players playing on it?
>If it's just a network prob, tell me too please .. it will be appreciated :)

There is a deficiency in stock code that causes "lag"... If you look
at the process_output code you'll notice that it sends a lot of little
packets across the net. Lots of little packets take longer to arrive
than a single large packet (consider that the little packets have to be
ordered at the receiving end, or somewhere along the route). I rewrote
this code to group the output into one packet (up to 32k in length).
You will have to setsockopt() to change the size of the internal buffers
to be large enough for whatever packet size you choose. The result is
a snappier response from the mud (well it's snappier for those of us
stuck with long slow links).

Dean

gar...@cnsvax.uwec.edu

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May 5, 1993, 11:38:25 AM5/5/93
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Hey Aurona,

i don't think your mud HAS lag, not yet at least, there's just not
enough players on it, the problem i have is that YOU are in tiawan and i'm
in america. for me to connect i have to go through several gateways, the one
here isn't ver stable at times, and there's another between here and texas that
gets unstable at about 4 in the morning, not to mention that i think there's
another between america and tiawan that loses it every now and again. if any
of the gateways lag or go DOWN the player is left hanging, his signals just
don't get through. as for programing, i don't think there's anything you can
do about it, but i've been wrong before.

Catch ya

Ender/Locke

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