Do you think I could just leave this part blank and it'd be okay? We're just going to replace the whole thing with a header image anyway, right?
You are not logged in.
Pages: 1
sometimes in my bot game, it doesnt register "m",'b","say" etc and sometimes don't work at all and starts being delayed by XXXXms. How to deal with this.
Sample Text.
Doritos/Mountain Dew eater.
420 No scoping 69 scrubs per day
Always smoke weed everyday.
Known for: #getrekt Bot (possible revive with new stuff?)
Offline
Can you show us the error? And maybe the code you used?
thanks zoey aaaaaaaaaaaand thanks latif for the avatar
Offline
this happens. i have alot of code in case m and case b so i have to compress it to this a pseudo code
case "m":
-Gets users response from pressing <- -> /|\ \|/
-for each loop to check if user is near the person within a range
-for each loop to check if the block is not between the user and the person
-decrease "variable" by X
-player pressed \|/
-check bid
-set "itemFound" to block id
case "b":
-set array of block x y block id to 0
-remove all block properties
-sets block timers such as lifespan to 0
Sample Text.
Doritos/Mountain Dew eater.
420 No scoping 69 scrubs per day
Always smoke weed everyday.
Known for: #getrekt Bot (possible revive with new stuff?)
Offline
and starts being delayed by XXXXms
It looks like you're doing quite a lot of processing in "m". If you're dealing with the packets slower than they're arriving, you'll get a buildup of messages and therefore lag. If you build up enough lag, the bot will also disconnect (see this post).
To decrease the lag, you have to make the code quicker/shorter, or find a different way to do it.
God help anyone who recommends threading/multithreading. That's not the problem here.
One bot to rule them all, one bot to find them. One bot to bring them all... and with this cliché blind them.
Offline
God help anyone who recommends threading/multithreading.
Well it stops messages building up.
Thank you eleizibeth ^
I stack my signatures rather than delete them so I don't lose them
Offline
Well it stops messages building up.
It's not parallel processing, so there won't be any real decrease in the time taken to process a packet. You won't get buildup of messages in PlayerIO's internal buffer; you'll slowly increase the number of active threads instead, which might be worse. It'll still lag.
One bot to rule them all, one bot to find them. One bot to bring them all... and with this cliché blind them.
Offline
Koya wrote:Well it stops messages building up.
It's not parallel processing, so there won't be any real decrease in the time taken to process a packet. You won't get buildup of messages in PlayerIO's internal buffer; you'll slowly increase the number of active threads instead, which might be worse. It'll still lag.
The processing of the message is what's taking long.
Putting that process in a seperate thread will effectively shorten that delay (as you only have to make a thread instead of do the entire process).
Now the downside is that you're still processing one message when the next one comes in and starts processing simultaneously.
So in this case I indeed wouldn't recommend multithreading. But I'm far too inexperienced to really make a solid standing here.
Offline
Pages: 1
[ Started around 1732427338.7223 - Generated in 0.044 seconds, 10 queries executed - Memory usage: 1.5 MiB (Peak: 1.66 MiB) ]