Darian,Nov 3 2005, 06:38 PM Wrote:Here's the thing -- and here, I have to admit being uncertain as I obviously don't interact with GuDKP as a client, ever: there shouldn't be any way for people to manually request that data, and if there is, we should immediately hack the addon and remove it. There's no reason whatsoever for anyone to manually request a DKP update anyway, because the numbers aren't going to change dynamically; Quark or I would have to exit the game and run GetDKP again in order to get new numbers, after which we'd automatically re-broadcast the updated data on login. Quark shouldn't be getting hit by any requests outside of those parameters, and if there's a way for a non-GetDKP user to make a request outside of logging in (or perhaps re-loading their UI), then it's definitely a Stupid Code Problem.Well then you need to see the mod from the client perspective without any data already in your system. The one time I did use the GuildedDKP, there was no auto detection of masters or downloading of data. That had to be done manually with a request to interface to find and get a master; at which point I was spammed with data from Quark as I indicated in one of my earlier posts. This is also what Keltor was mentioning in the quote I put in the earlier post also. When hitting that button, it will then search out and get data from a master. There does not seem to be away around this as the program does not appear to function in the mode of actually doing an auto search all the time. A later post from Keltor seems to be pointing to more of what appears to be occuring with some masters.
Most of which was GPT, which even I decided to finally remove.
Quote:11/04/2005 - 03:02:22 PMNote that with the way Guilded filters the messages being sent its way, if it does not contain a header code that it recognises, it will discard that message without showing andit to the reciever. So those with out the modules to handle that code (or be looking for an active update code with a more current time stamp) will not normally see that they have been sent a message. It appears that GuildedDKP is working in a way much different than you seem to think it does. And in ways that it should not be working in my opinion either. Personally I perfer what Quark was wanting to do in that he just disables its communication both ways and just keeps the mod for its better in game interface UI of the data.
Keltor
Spam it seems to be that the server(oder the client) kicks me out of game cause if 40 people are in the channael i send a GDKP message for each player in the DKP list and to each player in the channel
so if i have 50 player in the dkp list and 40 player in the channel i send 50*40 messages O_o
does anyone have the same problem?
Quote:The reason for the QED was more this: my job is to troubleshoot these kind of things. When System A has X and Y, and System B has X, Y, and Z, and System B has the problem whereas System A does not... you exhaust all possibility of there being a problem with Z before wasting your time investigating whether System A is more capable of running X and Y than System B is, because 99 times out of 100 the problem is with Z.
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Yes, and agin you are making one the assumptions again. You are assuming that Z is just a one item difference when in this case it could be multiple mods that are different. I also gave an example of one mod that was interferring with some chat functions in the game even though it was one that would not normally be viewed as hooking into a doing a disruption of the chat itself. I also listed one of the best ways to have that situation to test that there really is only one item in the 'Z' catagory; start with Quark getting disconnected under a controlled type of situation and then again under the same type of control with only the one mod (GEM) removed to see the difference.
And I too have had plenty of experience at having to trouble shoot systems. Its great when you have multiple systems that are fairly generic and usually only have some minor software differences. But when you start getting into having differences in the hardware and software, it can be a major pain to be sure that problem really is just a difference in one newly added item of software. Often that new software was not really at fault, it was usually an older software that was not properly coded in the first place and had some sloppy holes or handling of situations or it was some older hardware that was not properly set up according to standards for the industry. It can be a real pain in the ass trying to fix some peoples computer systems. Often the only way to track the problem down is to keep switching off individual components in the software or swapping some the hardware out if things are desperate enough. Trying to compare it to someone elses set up is usually useless since there are likely too many differences in their systems. That is why some new games flop so badly for some users when they come out and yet other have no troubles at all; most frequently a difference in hardware and the drivers for it that end up delivering a vast difference in end user performace.