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Autofight/Scrolls?

PostPosted: Wednesday, 26th February 2014, 16:51
by SublimeSnake
so I've been having the experience on a recent game where I will be tabbing through some enemies ( :lol: ) and then I will get messages that I was reading scrolls? I know my finger wasn't anywhere near r, so it's not that. Is this issue on my end? Or should I submit a bug report?

Re: Autofight/Scrolls?

PostPosted: Wednesday, 26th February 2014, 16:56
by ontoclasm
It's a problem with latency. Tab works by pressing buttons to aim at stuff, and if you mash tab really really fast and the network is really laggy, sometimes the buttons go in the wrong order and weird things happen. Maybe throttle down the button mashing.

Re: Autofight/Scrolls?

PostPosted: Wednesday, 26th February 2014, 22:46
by Patashu
ontoclasm wrote:It's a problem with latency. Tab works by pressing buttons to aim at stuff, and if you mash tab really really fast and the network is really laggy, sometimes the buttons go in the wrong order and weird things happen. Maybe throttle down the button mashing.


Sounds like there should be an ordered transmission guarantee for the protocol. A roguelike isn't the kind of game where I want a lossy input scheme.

Re: Autofight/Scrolls?

PostPosted: Wednesday, 26th February 2014, 23:38
by duvessa
ontoclasm wrote:It's a problem with latency. Tab works by pressing buttons to aim at stuff, and if you mash tab really really fast and the network is really laggy, sometimes the buttons go in the wrong order and weird things happen. Maybe throttle down the button mashing.
This cannot possibly be correct, for multiple reasons. (I apologize for my mistaken bug report about this a year ago.)
1. It occurs over SSH and Telnet, and unless I badly misunderstand TCP, it guarantees correct order.
2. You're sending the SAME KEY multiple times, why would the order affect anything?
3. It happens even in local games.

I believe the problem instead has to do with using autofight during animations. Ranged combat makes an animation every time you use it against a non-adjacent enemy, so it's much more noticeable there.