Michael Toennies wrote: > > Hi > > What i find very uannyoing in the current clients is the fact > that the skill cmd is the only way to access the value of the experience > values. Different playing styles I suppose. I only periodically look at the experience values (both the total and the individual classes) to get some idea how soon until I gain a level in that class. And binding the skills command to a single key (like S), makes that pretty painless. > I prefer to extend the cmd who sends the normal experience. Simply send also > the skill experience level who changed too. That should do a byte +int. Well, 6 bytes for each skill (4 for experience, 1 for the level, 1 byte to describe what we are sending). Still, not a big deal, since the stats command is smart enough to only send stuff that changes - while some of these categories may change often, others are pretty static simply because you can't use the skills very often. > > BTW: as general, when i remember right, not allways when you send more > bytes, > it effects the bandwitch. Because the information in the internet is send as > packages. So, there must be many space in the always very short commands in > cf, > to send more information with the same speed. I really don't want to code with this is in. A few notes: TCP/IP does have a fair number of bytes in overhead, so if sending only 5 bytes for example, that is small in comparison to all the overhead it needs (30-40 bytes I think?) But minimum packet lengths are a measure of the transmission medium. Ethernet has some minimum packet size, while ATM does not (ATM in fact uses fixed length packets of a fairly small size, so if you were going over ATM, you would try to stay within the packet size perhaps). But also, since the OS (and even the server) does buffering, exactly the size of the packet as it goes over the wire is really hard to say. several short commands may get grouped into one packet.