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6#
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发表于 2018-3-12 07:30:28
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Server Down
Check Temporary Restrictions page.
Visit the topic Scripting delays in the create game entries. and replace the NTBot.ntj for solo bots. If you are using AutoMulingSystem1.2 - take a look to number 2 from https://www.projectetal.com/foru ... .33917/#post-174761
Contributors using RD version should visit Staggered Create Game Entry + Etal Beta Releases page.
"Server down" is IP related.
Changing the IP is the easy way to restart botting with the same accounts & keysets. For dynamic IP a simple restarting of the router (or the connection with ISP) is required, and you'll get a new IP.
Some of the methods are presented in - Fixing Realm Down
Forcing the limits with very short games, too many bots, and often switching the IP will cause account restrictions, see server down = account flag
If you have solo bots the timer between creation of 2 different games should be 2 minutes. If you are running only 1 leader this will not affect you.
It's no timer for joining games, or just 5-6 sec to not get "Failed to join ...". The issue can be with leaving games too fast, so more leechers don't recognizing leader and leaving the game after 20 sec, can bring a server down. For this a solution can be increasing the time for searching the leader, changing this value (default =20) from leecher config file (leech section):
Code:
NTConfig_PartyMaxTime = 40; // Time in seconds the leecher has to party with leader before exiting game
BE users should set the join delays in LeechStarter.ntj or for 4+ leechers - leecher-join-delay.
RD users should set the join delays in ...\Configs\Leecher.ntl the proper delays.
For joining games only some delay between leaving a game and joining other is measured. An additional rule is for manual mulling for switching chars/accounts too fast, without staying in game a 1-2 minutes.
For same IP and same key(?) the creation of new games can be max 30 for 1st hour, then lower values, to 100/12h.
If you run without any pause (no human behavior) the restriction must be lower than 200/24h.
From what I've tested is counted only the creation of games.
3 bots:
- 6-7 min/game
- using the key switching is useless, tests had the same results with 1 cdkey/bot or with 3 keys/bot, switching keys after 10, 30 or 90 games.
- tests revealed the limit with 3 bots/IP about 720-740 new games (241-248/bot) created in 32-33 h, so the average is about 22.5 new games/h/IP but i don't think that is counted like this.
4 bots:
- 7-8 min/game
- tests revealed max 4x75 runs in about 11-12h, so a total average ~26 new games/h/IP
According to these, it's a good option to run with increased timing for creating games (see NTBot.ntj, LeaderStarter.ntj, LeechStarter.ntj, ...)
Code:
var createGameThreshold = 15000; // time in milliseconds to wait between making games
var createGameThresholdRandom = 5000; // time in milliseconds to randomly add +/- to the game create time
So random 10-20 seconds to create games. Adjust these values w/e you wish.
and a quick hotfix for "server down" in entry point
Code:
case 24: // Server Down
var delay_t = Random(120000,150000);
sendEventToOOG(D2NT_MGR_PRINT_LOG, COLOR_1 + "Server down... waiting " + parseInt(delay_t/1000) + " s", 0);
Delay(delay_t);
break;
You also could try in elevated cmd window: ipconfig release-flushdns-renew like in the guide Information on Realm Down#Method 3
For Game Does not Exist you could shorten the default 10-15 minutes values from entry points / starter points to 2 - 2.5 minutes
Code:
var gameDoesNotExistDelayMin = 120000; // how long to wait when a Game Does Not Exist occurs - minimum
var gameDoesNotExistDelayMax = 150000; // how long to wait when a Game Does Not Exist occurs - |
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