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.
Optimizing send quoue of the server....
You are aware of the "fake lag", aren't you?
Anyway: Modifying the source is not supported.
http://www.vulnscan.org/UnrealIrcd/faq/#40
Anyway: Modifying the source is not supported.
http://www.vulnscan.org/UnrealIrcd/faq/#40
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).
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).
(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)
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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