Shattered Kingdoms

Where Roleplay and Tactics Collide
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PostPosted: Sat Apr 15, 2006 3:53 am 
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Joined: Sat Feb 28, 2004 5:14 pm
Posts: 819
Infinite loops have been around long before mud. It has been a part of the alias code since its creation.
If you alias an infinite loop it will eventually end when you go link dead. If you fail to realise that is the cause you can come to the forums for help as you have done. If you can not work out the problem or speak to someone who can. I honestly dont think any amount of coding will make you able to use the alias command with out risk of an amusing mistake. The best you could really hope for is a line in the help file on Alias saying do not use Alias names in an Alias command line.


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PostPosted: Sat Apr 15, 2006 4:10 am 
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Jesus Christ, I know what an loop is - I've had plenty of programming classes. I just don't remember this 'feature' being allowable within the SK alias code in the past.

Although I like the changes made which allow the flexibility of in-line aliases (e.g. calling an alias from within an alias) it's still buggy.


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PostPosted: Sat Apr 15, 2006 8:41 am 
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Joined: Mon Jun 21, 2004 12:58 pm
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Location: Spokane, WA
The point is there is nothing to fix. Yes, big D can make the code such that you have to pick a valid alias, but how about all of the clients. I would list them all but that would most likely take more than a page. Big D cannot do anything about the infinite alias loop those can make. Why do something that will only affect a very small portion of the gamers? I don't use sk aliases. I only use client alias.


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PostPosted: Sat Apr 15, 2006 12:42 pm 
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It wasn't like this before. That's the point.


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PostPosted: Sat Apr 15, 2006 7:33 pm 
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Sounds like more trouble than it's worth when using your brain solves the problem much faster and easier.


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PostPosted: Sat Apr 15, 2006 8:08 pm 
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Ruud wrote:
It wasn't like this before. That's the point.


Actually, yes. When I first played the game back in '02 I didn't know what I was doing and then I decided to make some aliases thinking they are cool. I played a griffon back then. So, I did the alias that you did and low and behold. I got looped.


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PostPosted: Sun Apr 16, 2006 9:58 am 
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shrug, I still think it's a problem and I think that D will agree.

Have to laugh at the fact that ya'll are getting so riled up about this. <3


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PostPosted: Sun Apr 16, 2006 11:46 am 
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Ruud may be right, if only for one reason.

Since the commands are being generated server side, it may be plausable that a long enough loop generated by multiple players could possibly cause a noticeable increase in proc/bw utilization to create a noticeable lag.

Granted, it'd take a pretty concerted effort if it was possible it all, but may be a reason to eliminate this "feature".


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PostPosted: Tue Apr 18, 2006 1:04 am 
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If this really is so, then the fact that you can call an alias from within an alias strikes me as a feature, not a fault, though admitedly it's a feature somewhat limited by the 20 alias maximum cap imposed by the system.

The fact that you can then create infinate loops is an obviously undesired side-effect (and an obvious one, however), but avoiding doing so is simple enough once you're aware of the pitfall.

Perhaps the "fix" is just to improve the helpfile to spell out in big bold letters that infinite loops aren't such a smart idea.


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PostPosted: Tue Apr 18, 2006 6:37 am 
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Joined: Thu Mar 07, 2002 7:25 am
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Location: Minnesota
Guys, are you braindead? Ruud is talking about the mud alias system, not the mud client. Even though it can be avoided by common sense, its still a bug, and he's just reporting it. Sheesh.


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