Preston Crow wrote: >> The message packing should only work for messages generated >> in the same round? So, its useful for older times where we >> have this massive hit messages per round. >> >> Any other usage i missed? > > > What about "that item is too heavy" messages? I've seen hundreds of them > triggered when stepping on a huge pile. > > And what about success or failure in disarming traps? In quick summary, this is how it works: If NDI_UNIQUE is passed as one of the flags to the new_draw_info command, then that message is sent directly to the client, and does not get hit by the grouping logic. There are two commands which control the logic otherwise - output-sync and output-count. output-count is after how many messages of the same type get accumulated do we send it to the client. So if it is set to 10, after there have been 10 'you hit orc messages', it will send them down the line (more useful for things like pray, where you eventually want to see them). the output-sync determines the aging of messages. If it is set to 10, then once a message (or grouping of messages) has gotten 10 ticks old, it is sent down the line. For the message grouping to be most useful, you need to group beyond just the present tick, and that is what this does. However, if you stop doing something (like searching), you eventually want to see that '5 times you searched' messages pop up. The only real 'flaw' in the current system is so much of the new_draw_info stuff passes the NDI_UNIQUE flag when it really shouldn't. There are places where this is really desired (shop listings, spell listings, and many other non-recurring areas). But many actions, like using skills, attacks, etc, should not pass this, and I think some still do. _______________________________________________ crossfire-devel mailing list crossfire-devel at lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel