> G'Day.
> in the code (around this line) -> act("$n has lost $s link.", TRUE,
> d->character, 0, 0, TO_ROOM); <- players who are linkless (and
> *hopefully* in the void or whatever room is declared as the void...), is
> there a way to TOTALLY remove players from the game ?
>
> I don't want linkless players (ie. NEWBIE is standing here(linkless))
> hanging around.
>
> I also don't want a patch .. just some ideas like where to look. I was
> looking in close_socket, but am stumped.
>
> Any helpful suggestions please.
>
> Jussy
This already happens in limits.c, function: check_idling()
I can't give you the specific line #, because my file is too modified to
be recognizable.
Anyway, after 8 ticks, the char is sent to the void, and then after 48
ticks, the char is removed from the game.
Which reminds me, a good suggestion for bpl13:
Make these values settable with a #define at the top of limits.c
/* Change these values to modify how quickly the game extracts chars */
/* Change this value to determine how long must be idle before the char
* is sent to the void.
*/
#define TIME_VOID 8
/* Change this value to determine how long must be idle before the char
* is extracted from the game.
*/
#define TIME_CLOSE_SOCKET 48
/* Change this value to appropriate level that you wish timing out not to
* occur. Leave at -1 if you wish timing out to occur as normal.
#define TIME_LEVEL_NOVOID -1
In limits.c, where it calls check_idling -- point_update:
if (TIME_LEVEL_NOVOID != -1 && GET_LEVEL(i) < TIME_LEVEL_NOVOID)
check_idling(i);
That way makes it very customizable (something that is desired), and any
implementor can modify these values without having to ask us :P
Rasdan
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