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Increase timeout for "the-rewarder" challenge. #4

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falsifian
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Even with the exploit section blank, it takes 9s to run on my setup.

Even with the exploit section blank, it takes 9s to run on my setup.
@tinchoabbate
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Hey @falsifian thanks for the proposed change 🙌 Is this challenge the only one where the timeout caused you troubles ? Were you able to run it successfully increasing the timeout ?

@tinchoabbate tinchoabbate self-requested a review February 8, 2021 15:05
@falsifian
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Yes, this is the only one where the timeout caused trouble. I was able to complete the challenge after increasing the timeout.

Here are the times taken for each challenge. I don't think I'm measuring the right quantity, because my solution for puppet takes 7s but I didn't need to increase the 5000ms timeout for puppet. Including them anyway in case they're useful. I'm getting the times from the line that looks like 1 passing (4s).

For each, I measured the time before and after solving (i.e. with exploit section empty vs. with my solution). Each number/range is based on two runs.

  • unstoppable: 3-4s/3-4s
  • naive-receiver: 2s/2-3s
  • truster: 2s/2-3s
  • side-entrance: 1-2s/2s
  • the-rewarder: 9s/11-12s
  • selfie: 2s/3-4s
  • compromised: 3-4s/4-5s
  • puppet: 4s/7s

@tinchoabbate
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Okay got it. I think it might then be dependent on each individual's setup - so I'd rather not change the timeouts of the challenges here. For example, in my particular case (and this might apply to other players as well), I didn't have problems with the current timeout values.

So what I think we can do is, instead of changing the timeouts in the package.json, we can add this as a new entry in the "Troubleshooting" section of the README, specifying that if players are having troubles with timeouts then increasing these values can solve the issue.

@falsifian
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Sure, makes sense.

@tinchoabbate
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I'll close this PR then, and later update the README.
Thanks for the report and the discussion @falsifian !

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2 participants