- <br>
- All information about all savefiles on the server, even post-ghost-death. This includes passwords, inventory/equipment, location, stats, hit dice, etc.<br>
- Who saved where in the dungeon. Don't save where the rules say not to, I mean it.<br>
- Who has what houses, and what's in each of those houses, and what it's all worth.<br>
- Houses associated with dead players, that need resetting.<br>
- Net value of all players and houses.<br>
- Largest and most valuable houses.<br>
- Who's exploiting (nothing) bugs.<br>
[BMA] Dynamo
[BMA] Dynamo
Dynamo is running.<br><br>What's Dynamo, you ask? Dynamo is a program that runs when the script calls it every 10 minutes to generate some useful info for my webpage, but it's more than that. I can run it from the command line to get more info generated.<br><br>I can currently find out all of the following:<br>
By appreciation, we make excellence in others our own property. (Voltaire)
Re: Dynamo
That sounds nice, hope we will be able to have access to some of the feature (like the MVP list, or housing statistics, % of used homes, biggest current available house, and distance from town, etc...)
Also, about dynamo, i noticed for several days the lagmetter going red all the time, but the ping to the dserv.rh.rit.edu is constant to a low value (<250ms) does that mean that the soft is slow ? Dynamo should not be slow...
Herbert ^_^
Also, about dynamo, i noticed for several days the lagmetter going red all the time, but the ping to the dserv.rh.rit.edu is constant to a low value (<250ms) does that mean that the soft is slow ? Dynamo should not be slow...
Herbert ^_^
Re: Dynamo
There are a lot of things that the standard 10-minute timed script does not generate because they would take more time. House lists and detailed savefile analysis are two of those things. I could have it generate very basic statistics for the webpage eventually.. those are some good ideas. I have to manually tell it to generate most of its current reports. And those reports are strictly confidential, because they contain clear-text information that would instantly compromise any kind of anonymity, or information purposefully hidden from the players, or security in some cases.
Dynamo takes about 5-10 seconds to execute, which it does every 10 minutes, and it plays nicely with the CPU. Most of its execution time is spent reading files from disk, which barely uses processor cycles at all. Any lag induced by my server is from my coding and compiling, which is necessary to keep improving the game. No compile takes longer than 20 seconds. Except for the occasional compile, the lag is on your end, or somewhere in between. I know RIT's main outgoing hubs are getting busy. Also... I know a few modem users hundreds of miles away that have zero lag reaching my server, so maybe you should talk to your ISP about it if it's a recurring problem.
Dynamo takes about 5-10 seconds to execute, which it does every 10 minutes, and it plays nicely with the CPU. Most of its execution time is spent reading files from disk, which barely uses processor cycles at all. Any lag induced by my server is from my coding and compiling, which is necessary to keep improving the game. No compile takes longer than 20 seconds. Except for the occasional compile, the lag is on your end, or somewhere in between. I know RIT's main outgoing hubs are getting busy. Also... I know a few modem users hundreds of miles away that have zero lag reaching my server, so maybe you should talk to your ISP about it if it's a recurring problem.
By appreciation, we make excellence in others our own property. (Voltaire)