Is delaying packets less than 1 second causing dc?

09/12/2015 01:28 Athyx#1
hey epvps iam working on an event , i made delays between every packet "500" and it sometimes causing dc for the bot char , then i made delays 1000 it worked perfectly after testing many times but 1 sec is so sucks i need a faster responding is there any solution ?
09/12/2015 02:25 magicanoo#2
Which packets are you trying to send?
09/12/2015 03:12 Athyx#3
they are alot dude,
like recalling , teleport , spawning mobs , notice , pm , global
yes all in one project .. the bot dc randomally in anyone of them not a certain one
btw iam testing on a hamachi server if that may effect on responding
09/12/2015 03:28 WickedNite.#4
Are you running any packet filter that might interfere with your bot?
09/12/2015 03:32 magicanoo#5
You must put a delay after these ones :
-recalluser (if the next packet will also affect the user teleported)
-movetouser
-totown (if the next packet will also affect the user teleported)
-gotown

because you can't send packets or apply actions to a character that hasn't spawned completely yet. If you send packets after self-teleport(movetouser/gotown) immediately without waiting for spawn confirmation, you'll get disconnected. But if you send a pm to a user while he is still teleporting, he will not get it, but none of you will disconnect.

And of course the hamachi affects the response time, but not that much, maybe couple extra milliseconds.
09/12/2015 04:00 Athyx#6
Quote:
Originally Posted by TheWickedNite View Post
Are you running any packet filter that might interfere with your bot?
May you explain your words or give me an example , sorry iam newbie
but i have a class for responding that sending packets but not preventing harm packets like exploits
Quote:
Originally Posted by magicanoo View Post
You must put a delay after these ones :
-recalluser (if the next packet will also affect the user teleported)
-movetouser
-totown (if the next packet will also affect the user teleported)
-gotown

because you can't send packets or apply actions to a character that hasn't spawned completely yet. If you send packets after self-teleport(movetouser/gotown) immediately without waiting for spawn confirmation, you'll get disconnected. But if you send a pm to a user while he is still teleporting, he will not get it, but none of you will disconnect.

And of course the hamachi affects the response time, but not that much, maybe couple extra milliseconds.
I really know this, and i have 500 delay milliseconds after every packet not only teleporting i continued increasing that number till it became 1000 and it worked perfectly , but 1000 so sucks
btw yes iam using the confirmation packet 0x34b5

also i found this may you tell me what is that ?
Code:
((packet.Opcode == 0x3017) && (packet.ReadUInt8() == 2))
                            {
                                Packet packet2 = new Packet(0x34b6);
                                Security.Send(packet2);
                            }
09/12/2015 05:02 Royalblade*#7
Quote:
Originally Posted by Athyx View Post
May you explain your words or give me an example , sorry iam newbie
but i have a class for responding that sending packets but not preventing harm packets like exploits

I really know this, and i have 500 delay milliseconds after every packet not only teleporting i continued increasing that number till it became 1000 and it worked perfectly , but 1000 so sucks
btw yes iam using the confirmation packet 0x34b5

also i found this may you tell me what is that ?
Code:
((packet.Opcode == 0x3017) && (packet.ReadUInt8() == 2))
                            {
                                Packet packet2 = new Packet(0x34b6);
                                Security.Send(packet2);
                            }

#1 WicketNite doesn't code. Useless to ask.

#2 Why the FUCK would you intentionally delay EVERY god damn packet?

#3. Send the spawn reply TWICE each after 500ms of warping/movetouser

#4 Don't use Thread.Sleep() | Task.Delay()... Anywhere for except selfmovement

#5 Packetfilters should not have ANY delay at all.
09/12/2015 05:08 Athyx#8
Quote:
Originally Posted by Royalblade* View Post
#1 WicketNite doesn't code. Useless to ask.

#2 Why the FUCK would you intentionally delay EVERY god damn packet?

#3. Send the spawn reply TWICE each after 500ms of warping/movetouser

#4 Don't use Thread.Sleep() | Task.Delay()... Anywhere for except selfmovement

#5 Packetfilters should not have ANY delay at all.
#1 Fine lol

#2 Cuz without it bot char having dc

#3 Ok i will do this

#4 I don't use Thread.Sleep() , also delays are in selfmovement and recalls/movetousers only

#5 it doesn't have
09/13/2015 13:35 TurkishPlayer#9
OP is an idiot, and he just got banned for it.
#case closed.
09/13/2015 21:45 Royalblade*#10
Quote:
Originally Posted by Athyx View Post
#2 Cuz without it bot char having dc
For future references. Add a sec delay @ handshake. That's enough already in case bots fuck up.
09/14/2015 11:34 Coyrud#11
Wrong section :o
09/14/2015 21:53 sarkoplata#12
Quote:
Originally Posted by Royalblade* View Post
For future references. Add a sec delay @ handshake. That's enough already in case bots fuck up.
I hate using this solution, doesn't feel right :(
09/14/2015 22:38 Royalblade*#13
Quote:
Originally Posted by sarkoplata View Post
I hate using this solution, doesn't feel right :(
If you do it right, right from the start, you won't have to do dis crap.
09/15/2015 02:28 sarkoplata#14
Quote:
Originally Posted by Royalblade* View Post
If you do it right, right from the start, you won't have to do dis crap.
I'm working on it.
For now, the temporary solution seems OK.
Still in a debate with myself whether async is a must or not.