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Is delaying packets less than 1 second causing dc?

Discussion on Is delaying packets less than 1 second causing dc? within the SRO Private Server forum part of the Silkroad Online category.

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Old   #1
 
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Is delaying packets less than 1 second causing dc?

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 ?
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Old 09/12/2015, 02:25   #2
 
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Which packets are you trying to send?
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Old 09/12/2015, 03:12   #3
 
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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
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Old 09/12/2015, 03:28   #4
 
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Are you running any packet filter that might interfere with your bot?
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Old 09/12/2015, 03:32   #5
 
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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.
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Old 09/12/2015, 04:00   #6
 
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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);
                            }
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Old 09/12/2015, 05:02   #7
 
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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 **** would you intentionally delay EVERY *** **** 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.
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Old 09/12/2015, 05:08   #8
 
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Quote:
Originally Posted by Royalblade* View Post
#1 WicketNite doesn't code. Useless to ask.

#2 Why the **** would you intentionally delay EVERY *** **** 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
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Old 09/13/2015, 13:35   #9
 
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OP is an idiot, and he just got banned for it.
#case closed.
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Old 09/13/2015, 21:45   #10
 
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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 **** up.
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Old 09/14/2015, 11:34   #11
 
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Wrong section
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Old 09/14/2015, 21:53   #12

 
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Quote:
Originally Posted by Royalblade* View Post
For future references. Add a sec delay @ handshake. That's enough already in case bots **** up.
I hate using this solution, doesn't feel right
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Old 09/14/2015, 22:38   #13
 
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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 ****.
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Old 09/15/2015, 02:28   #14

 
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Quote:
Originally Posted by Royalblade* View Post
If you do it right, right from the start, you won't have to do dis ****.
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.
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