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salvaging item get me dc.

hitori82

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Joined
Feb 16, 2016
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I notice that sometimes when the bot salvages full bag of blue/yellow item too quickly, it can cause the game to dc and leave the current game.
not that big a problem since the bot will restart new game, but still bothers me.
any fix?
 
Trinity > Configuration
Advanced > [x] Enable Action Throttling [10] <- It should be that by default...
If it's not, enable it and leave it at 10.

If it's already 10. Then you're doing something weird.
 
Trinity > Configuration
Advanced > [x] Enable Action Throttling [10] <- It should be that by default...
If it's not, enable it and leave it at 10.

If it's already 10. Then you're doing something weird.
I bet Action Throttling is only limits spells and it wont change shit in town.
 
This is the first I'm hearing of this. hitori82, can you attach a log of when this happened?
 
sorry that my OS is in chinese, so there are some chinese characters in the log.



[Trinity 2.14.42] [UseCraftingRecipes] Finished!
Opening salvage window
Attempting to repair all items
[Trinity 2.14.42] No more space to pickup a 2-slot item, now running town-run routine. (TownRun)
[Trinity 2.14.42] [UseCraftingRecipes] Finished!
Salvaging all rare items
Closing error dialog
System.Reflection.TargetInvocationException: 调用的目标发生了异常。 ---> Zeta.Game.Internals.ACDAttributeLookupFailedException: ACD was disposed or invalid! Cannot lookup attribute: Level
在 Zeta.Game.Internals.FastAttribGroupsEntry.*‏*‬​​​*‬‫‫‏‫‪*‬‪‬‏*​‬*‏*[](Int32 , ACD )
在 Zeta.Game.Internals.Actors.ACD.‬‎‪*‪‫​‏*‫‏*‬‪*‬‬‫*​​**‏*()
在 Zeta.Game.PerFrameCachedValue`1.get_Value()
在 Zeta.Game.Internals.Actors.ACD.get_Level()
在 Zeta.Bot.GameStats.**‏‎‫*‏‪‪**‫**​*​‫​​‬***(Object , EventArgs )
--- 内部异常堆栈跟踪的结尾 ---
在 System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor)
在 System.Reflection.RuntimeMethodInfo.UnsafeInvokeInternal(Object obj, Object[] parameters, Object[] arguments)
在 System.Delegate.DynamicInvokeImpl(Object[] args)
在 Zeta.Bot.Pulsator.‫**‎*‬**​‬‏‫*‬‬***‬*‎‎‏‏‪**(Delegate , Object[] )
System.Reflection.TargetInvocationException: 调用的目标发生了异常。 ---> System.Exception: 仅完成部分的 ReadProcessMemory 或 WriteProcessMemory 请求。, at addr: 00000084, Size: 4
在 GreyMagic.ExternalProcessMemory.ReadByteBuffer(IntPtr addr, Void* buffer, Int32 count)
在 GreyMagic.MemoryBase.Read[T](IntPtr addr)
在 Zeta.Game.Internals.Actors.DiaObject.get_SceneId()
在 Zeta.Game.Internals.Actors.DiaObject.get_CurrentScene()
在 Zeta.Game.ZetaDia.get_CurrentLevelAreaSnoId()
在 Zeta.Game.ZetaDia.**‪‏***‪‎*‫​‪*‬**‬**‏​*‪**.‎*‏*‎**‪*‪*​​*​‎‏‏**‫**‏‪*()
在 Zeta.Game.PerFrameCachedValue`1.get_Value()
在 Zeta.Game.ZetaDia.get_IsInTown()
在 Trinity.DbProvider.ClearArea.PulseClearAreaCheck(Object sender, EventArgs e) 位置 D:\OneDrive\Demonbuddy\Plugins\Trinity\DbProvider\ClearArea.cs:行号 146
--- 内部异常堆栈跟踪的结尾 ---
在 System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor)
在 System.Reflection.RuntimeMethodInfo.UnsafeInvokeInternal(Object obj, Object[] parameters, Object[] arguments)
在 System.Delegate.DynamicInvokeImpl(Object[] args)
在 Zeta.Bot.Pulsator.‫**‎*‬**​‬‏‫*‬‬***‬*‎‎‏‏‪**(Delegate , Object[] )
System.Reflection.TargetInvocationException: 调用的目标发生了异常。 ---> System.Exception: 仅完成部分的 ReadProcessMemory 或 WriteProcessMemory 请求。, at addr: 0000001C, Size: 4
在 GreyMagic.ExternalProcessMemory.ReadByteBuffer(IntPtr addr, Void* buffer, Int32 count)
在 GreyMagic.MemoryBase.Read[T](IntPtr addr)
在 Zeta.Game.Internals.Actors.DiaActivePlayer.GetAllBuffs()
在 Trinity.Framework.Utilities.Cooldowns.OnPulse() 位置 D:\OneDrive\Demonbuddy\Plugins\Trinity\Framework\Utilities\Cooldowns.cs:行号 131
在 Trinity.Framework.Utility.BasePulse(Object sender, EventArgs eventArgs) 位置 D:\OneDrive\Demonbuddy\Plugins\Trinity\Framework\Utility.cs:行号 38
--- 内部异常堆栈跟踪的结尾 ---
在 System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor)
在 System.Reflection.RuntimeMethodInfo.UnsafeInvokeInternal(Object obj, Object[] parameters, Object[] arguments)
在 System.Delegate.DynamicInvokeImpl(Object[] args)
在 Zeta.Bot.Pulsator.‫**‎*‬**​‬‏‫*‬‬***‬*‎‎‏‏‪**(Delegate , Object[] )
System.Reflection.TargetInvocationException: 调用的目标发生了异常。 ---> System.Exception: 仅完成部分的 ReadProcessMemory 或 WriteProcessMemory 请求。, at addr: 00000084, Size: 4
在 GreyMagic.ExternalProcessMemory.ReadByteBuffer(IntPtr addr, Void* buffer, Int32 count)
在 GreyMagic.MemoryBase.Read[T](IntPtr addr)
在 Zeta.Game.Internals.Actors.DiaObject.get_SceneId()
在 Zeta.Game.Internals.Actors.DiaObject.get_CurrentScene()
在 Zeta.Game.ZetaDia.get_CurrentLevelAreaSnoId()
在 Zeta.Game.ZetaDia.**‪‏***‪‎*‫​‪*‬**‬**‏​*‪**.‎*‏*‎**‪*‪*​​*​‎‏‏**‫**‏‪*()
在 Zeta.Game.PerFrameCachedValue`1.get_Value()
在 Zeta.Game.ZetaDia.get_IsInTown()
在 TrinityCoroutines.Resources.Inventory.Pulsator_OnPulse(Object sender, EventArgs e) 位置 D:\OneDrive\Demonbuddy\Plugins\Trinity\Coroutines\Resources\Inventory.cs:行号 73
--- 内部异常堆栈跟踪的结尾 ---
在 System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor)
在 System.Reflection.RuntimeMethodInfo.UnsafeInvokeInternal(Object obj, Object[] parameters, Object[] arguments)
在 System.Delegate.DynamicInvokeImpl(Object[] args)
在 Zeta.Bot.Pulsator.‫**‎*‬**​‬‏‫*‬‬***‬*‎‎‏‏‪**(Delegate , Object[] )
System.Reflection.TargetInvocationException: 调用的目标发生了异常。 ---> Zeta.Game.Internals.ACDAttributeLookupFailedException: ACD was disposed or invalid! Cannot lookup attribute: Level
在 Zeta.Game.Internals.FastAttribGroupsEntry.*‏*‬​​​*‬‫‫‏‫‪*‬‪‬‏*​‬*‏*[](Int32 , ACD )
在 Zeta.Game.Internals.Actors.ACD.‬‎‪*‪‫​‏*‫‏*‬‪*‬‬‫*​​**‏*()
在 Zeta.Game.PerFrameCachedValue`1.get_Value()
在 Zeta.Game.Internals.Actors.ACD.get_Level()
在 Zeta.Game.Internals.Actors.DiaUnit.get_Level()
在 Adventurer.Game.Stats.ExperienceTracker.GetLastSeen()
在 Adventurer.Game.Stats.ExperienceTracker.UpdateExperience()
在 Adventurer.Game.Stats.ExperienceTracker.OnPulse()
在 Adventurer.Game.Events.PulsingObject.OnPulse(Object sender, EventArgs e)
--- 内部异常堆栈跟踪的结尾 ---
在 System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor)
在 System.Reflection.RuntimeMethodInfo.UnsafeInvokeInternal(Object obj, Object[] parameters, Object[] arguments)
在 System.Delegate.DynamicInvokeImpl(Object[] args)
在 Zeta.Bot.Pulsator.‫**‎*‬**​‬‏‫*‬‬***‬*‎‎‏‏‪**(Delegate , Object[] )
System.Reflection.TargetInvocationException: 调用的目标发生了异常。 ---> Zeta.Game.Internals.ACDAttributeLookupFailedException: ACD was disposed or invalid! Cannot lookup attribute: Level
在 Zeta.Game.Internals.FastAttribGroupsEntry.*‏*‬​​​*‬‫‫‏‫‪*‬‪‬‏*​‬*‏*[](Int32 , ACD )
在 Zeta.Game.Internals.Actors.ACD.‬‎‪*‪‫​‏*‫‏*‬‪*‬‬‫*​​**‏*()
在 Zeta.Game.PerFrameCachedValue`1.get_Value()
在 Zeta.Game.Internals.Actors.ACD.get_Level()
在 Zeta.Game.Internals.Actors.DiaUnit.get_Level()
在 Adventurer.Game.Stats.ExperienceTracker.GetLastSeen()
在 Adventurer.Game.Stats.ExperienceTracker.UpdateExperience()
在 Adventurer.Game.Stats.ExperienceTracker.OnPulse()
在 Adventurer.Game.Events.PulsingObject.OnPulse(Object sender, EventArgs e)
--- 内部异常堆栈跟踪的结尾 ---
在 System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor)
在 System.Reflection.RuntimeMethodInfo.UnsafeInvokeInternal(Object obj, Object[] parameters, Object[] arguments)
在 System.Delegate.DynamicInvokeImpl(Object[] args)
在 Zeta.Bot.Pulsator.‫**‎*‬**​‬‏‫*‬‬***‬*‎‎‏‏‪**(Delegate , Object[] )
System.Reflection.TargetInvocationException: 调用的目标发生了异常。 ---> Zeta.Game.Internals.ACDAttributeLookupFailedException: ACD was disposed or invalid! Cannot lookup attribute: Level
在 Zeta.Game.Internals.FastAttribGroupsEntry.*‏*‬​​​*‬‫‫‏‫‪*‬‪‬‏*​‬*‏*[](Int32 , ACD )
在 Zeta.Game.Internals.Actors.ACD.‬‎‪*‪‫​‏*‫‏*‬‪*‬‬‫*​​**‏*()
在 Zeta.Game.PerFrameCachedValue`1.get_Value()
在 Zeta.Game.Internals.Actors.ACD.get_Level()
在 Zeta.Game.Internals.Actors.DiaUnit.get_Level()
在 Adventurer.Game.Stats.ExperienceTracker.GetLastSeen()
在 Adventurer.Game.Stats.ExperienceTracker.UpdateExperience()
在 Adventurer.Game.Stats.ExperienceTracker.OnPulse()
在 Adventurer.Game.Events.PulsingObject.OnPulse(Object sender, EventArgs e)
--- 内部异常堆栈跟踪的结尾 ---
在 System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor)
在 System.Reflection.RuntimeMethodInfo.UnsafeInvokeInternal(Object obj, Object[] parameters, Object[] arguments)
在 System.Delegate.DynamicInvokeImpl(Object[] args)
在 Zeta.Bot.Pulsator.‫**‎*‬**​‬‏‫*‬‬***‬*‎‎‏‏‪**(Delegate , Object[] )
System.NullReferenceException: 未将对象引用设置到对象的实例。
在 Adventurer.Game.Actors.EntryPortals.AddEntryPortal()
在 Adventurer.Game.Events.PluginEvents.GameEvents_OnWorldChanged(Object sender, EventArgs e)
在 Zeta.Bot.GameEvents.‫**‎*‬**​‬‏‫*‬‬***‬*‎‎‏‏‪**[](EventHandler`1 , Object ,  )
Zeta.Game.Internals.ACDAttributeLookupFailedException: ACD was disposed or invalid! Cannot lookup attribute: AttacksPerSecondTotal
在 Zeta.Game.Internals.FastAttribGroupsEntry.*‏*‬​​​*‬‫‫‏‫‪*‬‪‬‏*​‬*‏*[](Int32 , ACD )
在 Zeta.Game.Internals.Actors.ACD.‪*​‎‫‫‏‎‏‎*‪*‏‪‫****‏**‫‪‪‫‎*‫‏*()
在 Zeta.Game.PerFrameCachedValue`1.get_Value()
在 Zeta.Game.Internals.Actors.ACD.get_AttacksPerSecondTotal()
在 Zeta.Game.Internals.Actors.DiaPlayer.get_AttacksPerSecond()
在 Trinity.Combat.SnapShot.Record() 位置 D:\OneDrive\Demonbuddy\Plugins\Trinity\Combat\SnapShot.cs:行号 31
在 Trinity.Trinity.GameEvents_OnWorldChanged(Object sender, EventArgs e) 位置 D:\OneDrive\Demonbuddy\Plugins\Trinity\Helpers\GameEvents.cs:行号 131
在 Zeta.Bot.GameEvents.‫**‎*‬**​‬‏‫*‬‬***‬*‎‎‏‏‪**[](EventHandler`1 , Object ,  )
[Trinity 2.14.42] World Changed. IsCombatModeOverridden=False
Waiting 6.5 seconds before next game...
 
Last edited:
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