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cuppb
Newbie


Joined: 05 Feb 2007
Posts: 3
Location: Phoenix, Az

PostPosted: Mon Feb 05, 2007 10:46 am   

Keep Alive?
 
I read in a thread dated Dec 05/Jan 06 about possibly adding a keep alive packet to CMUD so it is able to help keep the connection alive. I recently started playing on a mud and I'm having a hard time staying connected if I walk away for even 5 minutes. So far I have been unable to locate a keep alive option in the settings for CMUD, was I was wondering if it is in there and I haven't found it yet and if it's possibly being considered?
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Fang Xianfu
GURU


Joined: 26 Jan 2004
Posts: 5155
Location: United Kingdom

PostPosted: Mon Feb 05, 2007 12:28 pm   
 
You can pretty easily set up a script to do this:

#alias afkon {#alarm "AFKAlarm" 120 {look}}
#alias afkoff {#untrig AFKAlarm}

Or you could create a trigger to send something if you recieve a message before you disconnect that'll do the same thing. "#send %char(32)" works well too.
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cuppb
Newbie


Joined: 05 Feb 2007
Posts: 3
Location: Phoenix, Az

PostPosted: Mon Feb 05, 2007 5:55 pm   
 
I've got a trigger that spams something in say every minute setup right now because even a 5 minute alarm trigger doesn't work. Relying on a trigger to keep a connection is kind of lame though.
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Zugg
MASTER


Joined: 25 Sep 2000
Posts: 23379
Location: Colorado, USA

PostPosted: Mon Feb 05, 2007 7:37 pm   
 
The low-level socket keepalive stuff will be done when the network socket code is replaced with the SSH-capable sockets. SSH should be one of the new features done soon after I do some more bug fixing.
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cuppb
Newbie


Joined: 05 Feb 2007
Posts: 3
Location: Phoenix, Az

PostPosted: Tue Feb 06, 2007 6:50 am   
 
It's comforting to hear that it's in the works in the future. I'm a long time zMud user (though I just had to create a new username as I couldn't remember my old one) and I'm taking a peek at the CMUD trial. So far it's been a REAL nightmare getting multiple mud windows open at the same time each with their own command line and actually making a connection rather than just a black screen. Then there's the fun of converting my scripts to some of the new syntax, which isn't too bad though.
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Fang Xianfu
GURU


Joined: 26 Jan 2004
Posts: 5155
Location: United Kingdom

PostPosted: Tue Feb 06, 2007 8:28 am   
 
If you post describing what you're doing, what's going wrong, and what you'd like it to do, I'm sure someone can help. A few people have had trouble getting multiplaying to work, though I've not heard of this black screen problem before.
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