In case of automatic hunting like mobile games, I implemented Auto-combat system in the client, and every single use a skills, the player character's stats are loaded from the server.(like player's attack range)
The tick to use the skill is 0.5 seconds. I thought this was the problem
So I try to build a new one
Load DB at the time the unit is created or specific Event(Join field, Change Channel...) and create an instance for use in Client.
Automatic combat are managed by the server.
I don't know how to do it optimization effectively and prevent Client cheating...
Related
I am looking to poll Unity inputs over the last several frames and use that data to interpret the user's button presses. From what I've tested however, it feels like polling at the application's 60 FPS framerate leads to some very fast inputs getting missed.
Simple example, user tries to go to Forward from Down:
frame 1 - user is holding Down
frame 1.5 - user taps Forward, but hasn't released Down yet
frame 2 - user lets go of Down and has reached Forward fully
In my current set up, using unity's framerate update, frame 1.5 where the user has both Down and Forward held is missed entirely. Is there a way to run a separate update, that runs at a faster rate than the regular Unity MonoBehaviour Update function? Or would a different solution be needed, such as querying via events(iirc that's an option, but I may be misremembering)?
I don't believe it's possible to decouple polling frequency from frame rate in legacy input system, however in new input system there is a pollingFrequency property that allows you define the frequency in Hertz. It uses a background thread to poll the data. You also need to subscribe to an input action change and record your values there to finally consume them in update method.
I am trying to simulate a manufacturing assembly process, where material items are processed following an unique line. In the quality control stations, when a failure is detected, the object is sent to the repair area (by a truckpallet) and, when it is repaired, the same resource takes it and puts it at the start of the line. Until this point, I already programmed it.
The problem is the following: when it is a repaired object, is has to follow the same conveyor but with no stops in the stations. The object must enter a station and leave it, with no delays (as the works related with the stations have already been made).
I thought the best would be to consider the difference (repaired vs. not repaired) in the Agent, but then I can't work with it in the Main agent... I have also tried alternative solutions, for example defining variables in each station 1 and consider that in the stations delays and in the following station:
triangular( 109.1*delay_bec, delaytime_bec*delay_bec, 307.6*delay_bec)
Actions - in finished process:
if(delay_bec==0){
delay_headers=0;
delay_bec=1;}
But nothing worked... Any help?
I thought the best would be to consider the difference (repaired vs. not repaired) in the Agent, but then I can't work with it in the Main agent...
This is actually the correct approach. You need to create a custom agent type, give in a boolean variable isRepaired (or similar) and then in the delay you can dynamically adjust the duration using that characteristic:
agent.isRepaired ? 0. : 100
This will delay normal agents by 100 time units and repaired agents not at all.
Obviously, you must make sure that the agents flowing through the flow blocks are of your custom agent type (see the help how to do that)
I have a MySQL database that stores all my tracks and their associated information. One of the tables in the database is a queue table from which I pull a track for Liquidsoap to play. I am providing those tracks to play with Liquidsoap by using the request.dynamic.list.
def get_track() =
# Get the first line of my external process
result = list.hd(default="", get_process_lines(scripts ^ "get_track.py"))
print(result)
# Create and return a request using this result
[request.create(result)]
end
# Create the source
sourcetrack = request.dynamic.list(id="play_queue", conservative=false, get_track)
The get_track.py script retrieves a record from a queue table in the database.
I noticed that Liquidsoap will grab two tracks when in starts up. Two get "accepted" and one is "prepared."
Is there a way to get Liquidsoap to only accept one track at a time and wait to accept the next one only when reaching near the end of the currently playing track?
I also have scheduled programs that get added to the queue table in the database and when this occurs, all tracks are cleared from the queue table in the database and the program is then added to the queue table.
Since Liquidsoap appears to have a track already loaded in its queue while playing the "prepared" track, is there a way to remove that track so Liquidsoap will not play that track next, but rather call again the get_track.py script to load new track from queue table in database?
Liquidsoap always prepares stream's next items in advance, and it's a fundamental principle of its scheduler. This allows to start a download before playing the downloaded track, for example. As long as you are using request.dynamic.list, the called script must take care of this. In other words, you can't only rely on clock time to evaluate the track to return.
As far as I understand your use case you might prefer using a request.queue source, and have your script push each request on time via the telnet server.
I have in my model some free-moving agents, which travel to specific nodes. I use the function...
moveTo(node)
...to specify the node an agent should visit. Using this function, the agent travels the shortest path to the node. However, the model layout contains areas (i.e. image files), which the agent should not pass. Right now, the agents may travel through these areas to reach their destination. Now I'm wondering, whether there is an easy way to permit an agent to enter specific areas in the model, when traveling to a node.
I already took a look at the example model "Wandering Elephants" where the elephants are permitted to walk through areas with water. The solution there is, that if an elephant meets water in the direction it's currently heading, it randomly searches for another direction, until it finds one without water. However, this approach doesn't really fit to my problem, as the elephants in the model wander around without any specific destination. I'm searching for a method, which works for an agent that travels to a specific point. In the best case, the agent would search the shortest path around the obstacle to reach its destination.
Edit 1: The following figure shows my problem in a nutshell. On the left side is my model structure, while on the right side the state chart of my custom agent. What is happening in the model: The 3 sources are producing agents, which will be delayed for an uncertain time (delay stops with stopDelay()). Everytime an agent enters a delay, the delay is added to the collection request. My customagent check requests in a loop until the collection contains at least one request. Then, the customagent randomly selects a request (i.e. delay object) to serve. Each delay is associated with a node (the collection processNodes maps delays to nodes). Now, I want to cast my customagent to a Transporter and move it to the corresponding node. The agent should avoid collisions with the stripped walls in the model. I want to avoid any seizing and releasing of resources. I just want to adapt the behaviour of the Transport agent from the material handling library to my agent.
Edit 2:
In my current testbed, my custom agent does not consider node 1 or node 2. For testing, the agent should only try to reach node without any collisions.
I found a sufficient work-around. Not exactly what I wanted, but it works. Against my initial intention, I use now seize and release for transports. However, I added a hold-block in front of each seized-block and only a resource, which decides to serve the process, is able to unblock the corresponding hold. The on-enter control of the unblocked hold ensures that the hold is directly blocked again as soon as a single agent flows through. For the case that other users are also interested in the solution, I attached the flow-chart of the process and the state-chart of the Transporter-Agent. The system structure is quite the same as in my initial question.
There is no build-in way unless you use transporters from the Material handling library (or pedestrians). These can do what you need.
So easiest might be to convert you agents to transporters temporarily.
Otherwise, you will have to code something yourself...
This is a simplified example scenario.
I collect interval temperature data from a room's heating, let's say every minute.
Additionally, there is a light switch, which sends its status (on/off) when someone switches the light on or off. All events are stored in crate with their timestamps.
I'd like to query all temperature readings while the light switch is in the "on"-state.
My design is to denormalize the data. So, each temperature event gets a new field, which contains the light switch status. My query breaks down to a simple filter then. However, I have only the events if someone presses the switch, but no continuous readings. So, I need to read out all light switch data, resemble the switch's state over time and update all temperature data accordingly.
Using crate, is there a way doing everything within crate using crate's SQL only, i.e. 'in-crate' data updates? I do not want to setup and maintain external client programs for such operations.
In more complex scenarios, I may also face the problem of reading a huge amount of data first via a single client program in order to update afterwards other data stored within the same data store. This "bottleneck" design approach worries me. Any ideas?
Thanks,
nodot