Sb_perf_crawl_ang : 5 :, "sv", "cheat" : Rotation angles at perf-crawl snapshots in the map Sb_perf_crawl : 0 :, "cheat", "rep", "cl" : If true, survivor bot will be doing a perf-crawl walk through the map Sb_path_lookahead_range : 300 :, "sv", "cheat" : Sb_open_fire : 0 :, "sv", "cheat" : Forces survivor bots to fire continuously Sb_normal_saccade_speed : 350 :, "sv", "cheat" : Sb_neighbor_range : 300 :, "sv", "cheat" : How close a friend needs to be to feel safe Sb_narrow_corridor_width : 100 :, "sv", "cheat" : Sb_move_to_cursor : cmd : : Sends survivor bots to cursor target Sb_move : 1 :, "sv", "cheat" : Stop all SurvivorBots from moving Sb_min_orphan_time_to_cover : 1 :, "sv", "cheat" : Sb_min_attention_notice_time : 0 :, "sv", "cheat" : If someone looks at me longer than this, I'll notice Sb_max_scavenge_separation : 750 :, "sv", "cheat" : SurvivorBots won't scavenge items farther away from the group than this Sb_max_battlestation_range_from_human : 750 :, "sv", "cheat" : Sb_locomotion_wait_threshold : 10 :, "sv", "cheat" : Sb_hold_position : 0 :, "sv", "cheat" : Force SurvivorBots to stand still Sb_give_random_weapon : cmd : : Give a random weapon to each Survivor bot Sb_give : cmd : : Give an item to each Survivor bot Sb_friend_immobilized_reaction_time_vs : 0 :, "sv", "cheat" : How quickly a SurvivorBot realizes a friend has been Pounced or Tongued Sb_friend_immobilized_reaction_time_normal : 2 :, "sv", "cheat" : How quickly a SurvivorBot realizes a friend has been Pounced or Tongued Sb_friend_immobilized_reaction_time_hard : 1 :, "sv", "cheat" : How quickly a SurvivorBot realizes a friend has been Pounced or Tongued Sb_friend_immobilized_reaction_time_expert : 0 :, "sv", "cheat" : How quickly a SurvivorBot realizes a friend has been Pounced or Tongued Sb_force_max_intensity : cmd : : Force intensity of selected SurvivorBot to maximum level. ![]() Sb_follow_stress_factor : 0 :, "sv", "cheat" : Sb_flashlight : 0 :, "sv", "cheat" : Forces survivor bots to use flashlights (-1 to force off) Sb_enforce_proximity_range : 1500 :, "sv", "cheat" : Sb_enforce_proximity_lookat_timeout : 10 :, "sv", "cheat" : Sb_dont_shoot : 0 :, "sv", "cheat" : Force SurvivorBots to not fire their weapons Sb_dont_bash : 0 :, "sv", "cheat" : Force SurvivorBots to not bash Sb_debug_team_avoidance : 0 :, "sv", "cheat" : Sb_debug_locomotion : 0 :, "sv", "cheat" : Sb_debug_apoproach_wait_time : 5 :, "sv", "cheat" : How long a SurvivorBot waits once it reaches its debug move-to spot ![]() ![]() Sb_crouch : 0 :, "sv", "cheat" : Forces survivor bots to crouch Sb_close_checkpoint_door_interval : 2 :, "sv", "cheat" : Sb_battlestation_human_hold_time : 4 :, "sv", "cheat" : How long the nearest human must hold their place before SurvivorBots will re-evaluate their Battlestations Sb_battlestation_give_up_range_from_human : 1500 :, "sv", "cheat" : Sb_always_hurry_vs : 1 :, "sv", "cheat" : If nonzero, never walk, always run in VS mode Sb_all_bot_team : 0 :, "sv", "cheat" : Allow a team of nothing but bots Say_team : cmd : : Display player message to team It looks more like there is something wrong with the configuration.Prev | Next save : cmd : : Saves current game. On Mon, at 8:14 AM zhangdaopin Thank you for your reply, but Iĭon't think my problem is caused by not re-subscribing after reconnection. I haven't seen it successfully reconnect in that test, but it could reconnect without the 500ms delay at the start of the function. Since Paho is disconnected at that point, it will never reschedule another reconnect operation and the client is left disconnected. This lines up the reconnect event (which runs 1000ms after the connection shutdown) with a potential second disconnect. I added a call to lay(500) at the start of shutdownConnection(), and another lay(1000) with a single one-shot recursive call at its end. It's a bit of a long shot, but what if this reconnection failure is caused by the reconnection event running simultaneously to the disconnection event? Since ClientComms.shutdownConnection() can be run from multiple places (from the pinger, recv and send threads), what if it is run again just right after the reconnect thread is run? ![]() Anyway, the rest of this post might be still of some use. EDIT: I wrote before that I might have encountered this before, but it could have been something else.
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