Optimizing send quoue of the server....

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]Godlike[
Posts: 17
Joined: Sat Jan 15, 2005 10:27 pm

Optimizing send quoue of the server....

Post by ]Godlike[ »

One question i already optimized sending from my bot to the server like this:

proc putfast {arg} {
append arg "\n"
putdccraw 0 [string length $arg] $arg
}

It works now a lot faster, but still not so fast as i would like it.
Now the question is where to optimize this on the server end, because i suppose the server Unreal IRCD also has some queue. And if i can optimize it and where, probably with same algorithm.

Any help appreciated.
Dukat
Posts: 1083
Joined: Tue Mar 16, 2004 5:44 pm
Location: Switzerland

Post by Dukat »

You are aware of the "fake lag", aren't you?

Anyway: Modifying the source is not supported.
http://www.vulnscan.org/UnrealIrcd/faq/#40
aquanight
Official supporter
Posts: 862
Joined: Tue Mar 09, 2004 10:47 pm
Location: Boise, ID

Post by aquanight »

There is a feature request (@ bugs.unrealircd.org) that would allow you to make certain users exempt from fakelag without being an ircop.

In the meantime, if you want your bot to not get affected by fake lag, you'll need to give it at least a global oline (or if you have the right #defines in config.h, local opers will work).
]Godlike[
Posts: 17
Joined: Sat Jan 15, 2005 10:27 pm

Post by ]Godlike[ »

Hmmz, can somebody explain what this fakelag is in the first place, because im not 100% sure i know what it is, and i want to be sure.

thx
w00t
Posts: 1136
Joined: Thu Mar 25, 2004 3:31 am
Location: Nowra, Australia

Post by w00t »

(i may be wrong, but when aren't i ;))

Basically: it's command throttling. The more commands you send, the slower they are processed (hence, fake lag. They are recieved, just.. ignored :p)
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