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A common case I have when running a client in VOG, not full screen, is to tab out and view another window, usually on a separate monitor.
In this instance, VOG spams a VOGM message to move in the direction you moved the mouse until you return to the window. (maybe this is the real bug here?)
The localhost server detects this as message flooding and reports: Player 3 (email) marked as disconnected (Message flooding detected).
Could message flooding detection be toggle-able or alternatively VOG behaviour improved?
The text was updated successfully, but these errors were encountered:
You can turn it off. Go into the server.cpp file and look up the words "maxMessageRate". There should be two of them, the first one should be 40 and the second should be 80. I just changed them to 10000, and then I recompile the server with
"sh ./serverPullAndBuildLinux.sh" and now the server doesn't detect message flooding.
The way it works is: theres a 5 second timer that the server plays, and if you do more than 40 actions, or 80 walking actions within the 5 second timer then it detects it as message flooding, But boosting the actions up to 10000 means its practically impossible to time out since you won't be able to do 10000 messages in 5 seconds.
A common case I have when running a client in VOG, not full screen, is to tab out and view another window, usually on a separate monitor.
In this instance, VOG spams a VOGM message to move in the direction you moved the mouse until you return to the window. (maybe this is the real bug here?)
The localhost server detects this as message flooding and reports: Player 3 (email) marked as disconnected (Message flooding detected).
Could message flooding detection be toggle-able or alternatively VOG behaviour improved?
The text was updated successfully, but these errors were encountered: