Register to post in forums, or Log in to your existing account
 

Play RetroMUD
Post new topic  Reply to topic     Home » Forums » CMUD Beta Forum
shalimar
GURU


Joined: 04 Aug 2002
Posts: 4715
Location: Pensacola, FL, USA

PostPosted: Mon Jun 08, 2009 7:07 pm   

[3.08] Room Scripts Fire Twice
 
I find that sometimes my room script will fire twice, usually only when i type ahead several rooms in a row.

It fires once, as soon as the mapper senses my queue will put me into the room.
And then again when the marker catches up and I actually enter the room.
_________________
Discord: Shalimarwildcat
Reply with quote
Zugg
MASTER


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

PostPosted: Tue Jun 09, 2009 4:37 pm   
 
I am not able to reproduce this, so I'll need to see your exact room scripts with some sort of procedure for trying to reproduce this. My guess is that it's some sort of interaction with your scripts, especially if you are using map commands like #teleport or anything like that in your scripts.
Reply with quote
shalimar
GURU


Joined: 04 Aug 2002
Posts: 4715
Location: Pensacola, FL, USA

PostPosted: Thu Jun 11, 2009 5:43 am   
 
The entirety of my room script was 'sl necklace' and it was the only room script enacted by my travel queue.

For obvious reasons this needs a predefined map. (i use safe mode)
It also required an active mud connection (offline offers no delay in moving rooms and does not allow this to take place).

From approximately 10 rooms away from the room in question i manually queue in the keypad sequence to take me to the room with the script

As soon as the last command is in the queue, the room script fires. And then again when the 'you are here' marker moves into the room, it fires.
_________________
Discord: Shalimarwildcat
Reply with quote
chris-74269
Magician


Joined: 23 Nov 2004
Posts: 364

PostPosted: Thu Jun 11, 2009 8:38 pm   
 
When I was initially setting up my mapper in a package to utilize it between 2 characters this happened to me as well until I realized that even though one of the 2 maps wasn't active it was still firing room scripts. Do you have multiple copies of your map loaded?
Reply with quote
Zugg
MASTER


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

PostPosted: Thu Jun 11, 2009 9:17 pm   
 
Yeah, this is tricky to test. I even tried it online in my own MUD connection and couldn't get it to fail. On my MUD, I have a room script in a training room that issues the "train" command. I also have room scripts in various stores to do a "list" of the items they sell. I tried going into Safe mode and entering the keypad directions quickly from several rooms away but just couldn't get it to send the script twice. Maybe it's still going to fast to trigger it for me?
Reply with quote
shalimar
GURU


Joined: 04 Aug 2002
Posts: 4715
Location: Pensacola, FL, USA

PostPosted: Fri Jun 12, 2009 1:15 am   
 
Nope it was the only connected session I had going at the time.

On your MUD, was it a MUD that you run from your home, or just one that you frequent.
If its the former it might explain why it was too fast to register.
If not, try entering a longer queue.
I had my entire queue entered before i had moved more than 3-4 rooms.
_________________
Discord: Shalimarwildcat
Reply with quote
Zugg
MASTER


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

PostPosted: Fri Jun 12, 2009 5:31 pm   
 
No, it was on a normal public/popular MUD. Maybe I need a slower network connection? ;)

Can anyone else try to reproduce this?
Reply with quote
wrym
Magician


Joined: 06 Jul 2007
Posts: 349
Location: The big palace, My own lil world

PostPosted: Fri Jun 12, 2009 8:47 pm   
 
I am able to reproduce this. I noticed it when using speed walks, but this alias shows the bug pretty well.

Code:
<alias name="fast" id="205">
  <value>#execute %pathfrom(%2,%1)</value>
</alias>


Using this alias, I can reproduce this problem in as little as 3 rooms
_________________
"To the engineer, all matter in the universe can be placed into one of two categories: (1) things that need to be fixed, and (2) things that will need to be fixed after you've had a few minutes to play with them" - Scott Adams, The Dilbert Principle
Reply with quote
Display posts from previous:   
Post new topic   Reply to topic     Home » Forums » CMUD Beta Forum All times are GMT
Page 1 of 1

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum

© 2009 Zugg Software. Hosted by Wolfpaw.net