Nevermind, docs say c# has default http keepalive of 2 minutes which is enough I guess
First request may have 500ms latency because DNS
I’m experiencing of 1-7ms of latency in my mod so I have to account there may be one
For non-realtime stuff like funscript chapters offset of 10-20ms is almost unnoticeable
Oh, for the request
My mind went to the device keep-alive/health ping first, but that should be handled by Edi/MFP.
Yeah, the requests are very short lived. I don’t think it should make a difference. Unless maybe you’re keeping a single connection open to stream data as it becomes available.
I can see websockets maybe being more advantageous in that case, but I’m not sure of their practical latency.
That seems like too much. Does DNS even come into play when you use 127.0.0.01/localhost?
Interesting. I’ll have to add a latency log to one of my mods to see what I’m getting with Edi.
How often are you sending data? If you’re data is realtime, is there any way to actually account for the network latency? That would just mean that MFP is 5-7ms behind the game itself. And if the game is running at 60FPS, that’s around a third of a frame.
Edit:
Tested on Succubus Dungeon and the first request is indeed slower than the rest. But I believe that might just be C# initializing everything to communicate over the network. Everything after is way faster.
It’s not in the screenshot, but starting scripts with Edi also took between 1-5 ms. Most often 2ms.
I don’t think this should be that dependant on CPU specs, but I still wonder what kind of effect that might have. I’m running a 12900 which is no slouch.
If latency is noticeably impacted by specs then I can see the timestamp being required.
Inma Labyrinth ~Succubus Dungeon~ Gaiden
Updated scripts to fix misaligned script length when Hanna uses hypnosis/temptation.
Xenotake
New game mod, requested and scripted by @Kyral
Monster Girl Quest Paradox
A mod intended for the demo of part 1, but should work with all versions/parts of the game.
This game is too large for a single scripter, so you’ll see in the description I shared the idea of community-driven scripting. I’m not sure how big the game’s fandom is here and if this idea will even take off. But it’s the only way to realistically script for this game.
I’ll probably start a new poll in the week and have it run while I’m working on one more demo.
Just quoting my earlier post in case there are some that haven’t seen it. I fear the rapid posts after it might have drowned it out.
i’am also having issues with EDI connecting to SuccubusDungeon don’t have any issues with it on my other games that uses EDI i’ve had similar issues with other games that uses Unity engines, not sure what the solution is but i have yet to find one
So i am having connectivity issues w/ EDI. My osr device connects but it does not load gallery even though the script do appear in the drop down. It will play a filler up and down script even without a game being played. (status bar has nothing)
Does anyone know why the stroke height/lenght stays at the minimum with the Handy while I’m using the customplayer? I have seen the script configuration and everything is correct. It fails for both Funscript Player and Edi.
The ones included are a bit outdated at this point. It’s why for my newer mods I’ve stopped including Edi, and instead give a link in the readme to the Edi post.
Easiest solution would be to delete everything in the mod’s Edi folder, except for Gallery. Download the latest files from the Edi post, and place them next to the Gallery folder. The newer version should interface correctly with the SR1.
HELP: It seems I cannot connect edi to mumasekai…
The galery works fine in edi when I try to run the diff scripts but it doesn’t play anything when in game…