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[Request] Thread continuation

shinavaka

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Jan 16, 2011
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I think that nav should be separately threaded. or combat should be. Whenever DB has trouble reaching nav servers ive noticed it completely locks up, no combat nothing. So for hc players this is really bad to die every time the nav server locks. I dont play hc but i would like to start up again but this is one thing that would stop me X.x
 
i agree,, not just for HC players,,,if only DB fights mob while waiting for the client to regenerate path / waiting for the lag nav server to go away atleat for a while... the bot would not be this crippled.. atleast the DB is left there to fight mob and not just standing in the center of the mob.... hope the devs fix how the DB client react to NAV server lag...
 
the Nav Server lag is the reason why my bot often stands right in the mobs and dont do anything?
thats at the moment the only reason why i am dieing.
the bot stops attacking for a few seconds and thats killing me real often ;-/
 
check your log,, switch to "DIAGNOSTIC" ,,there you will find what the client is trying to do for a long time... as for me it shows
[15:13:29.295 D] Waiting for path request to finish...
[15:13:29.417 D] Generating path to Trying to reach target - <2900.025, 2145.663, 0.09999999>
it is trying to receive a reply from the NAV, and doesnt do anything until it does.. now NAV is working perfectly and everything is fine..

so i guess YES , its the NAV FAULT and we are on the same boat...

if you have a shorter nav points in your profile, the NAV will help the script sort out and GENERATE PATHS.
the problem is that thread is continuous that the client have to wait for the REPLY to continue its JOB.. so no reply.. no next move neither attack or moveto command..
well atleast as i understand it.

now everything is fine and i HOPE the devs do something that we may use the the DB client without NAV or atleast when the NAV server is lagging..

morepowerDB!!!
 
may i also add, its just not the MOVETO, even when in combatBOT(no waypoints) the bot will still get stuck, here is a situation, the bot sees a mob, a few yards away, there are objects/distruction in front, it will call the NAV to generate how it will reach the target...
[00:34:40.095 D] Navigator.Clear
[00:34:40.095 D] Generating path to Trying to reach target - <184.1345, 799.2712, 20.1>
[00:34:40.103 D] Successfully generated path from {X=162,Y=74} to {X=175,Y=73} in 00:00:00.0000898 with 14(3) hops
this will happen for different situations.
 
The nav server is there to provide paths on longer areas, where the scene info hasn't been loaded by the game yet, in static areas. (The client doesn't load it all at once, but our nav servers do) We'd rather have a small touch of lag, than deal with not being able to move at all.
 
you are right ofcourse, and the developers, now may we suggest to prioritize "attacking" as first and path generation as second, so we may use the client even the nav server lags (like what happened yesterday) or atleast let the "attacking" module to have its seperate thread process...to continue the use of client even the nav went down OR atleast when it lags bigtime... just a suggestion though.. ofcourse the developers are more knowledgeable than most of us ..
 
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