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Most of the CE timelines have an InCombat sync line to ensure that the
timeline matches up with what we expect. In some circumstances, players
may accidentally already be in combat when the CE starts. If this
occurs, the timeline will never sync up, as the InCombat sync will not
be triggered. This results in broken timelines. In many cases the
timeline still "appears" but becomes wildly inaccurate.

Fix this by increasing the window for the first StartsUsing cast which
is used to re-sync the timeline in case of a backup. Ensure this window
is large enough to fully cover the 100 seconds skipped at the start of
entering a CE.

Most of the CE timelines have an InCombat sync line to ensure that the
timeline matches up with what we expect. In some circumstances, players
may accidentally already be in combat when the CE starts. If this
occurs, the timeline will never sync up, as the InCombat sync will not
be triggered. This results in broken timelines. In many cases the
timeline still "appears" but becomes wildly inaccurate.

Fix this by increasing the window for the first StartsUsing cast which
is used to re-sync the timeline in case of a backup. Ensure this window
is large enough to fully cover the 100 seconds skipped at the start of
entering a CE.
@github-actions github-actions bot added raidboss /ui/raidboss module needs-review Awaiting review labels Dec 30, 2025
@jacob-keller
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I ran into this today with the Trade Tortoise, somehow I was already in combat and the timeline was completely out of sync. I tested with the log tools and saw that no syncs were triggered. Increasing the initial window fixes this and shows this in the timeline test now:

Timeline:
   +4000.000 |  366 | 4000.0 "--sync--" ActorControl { command: "80000014", data0: "32B" } window 100000,0
      Missed |  367 | 4100.0 "--sync--" InCombat { inGameCombat: "1" } window 100,3
     +99.927 |  368 | 4128.8 "--sync--" StartsUsing { id: "A22E", source: "Trade Tortoise" } window 130,5
      +0.013 |  369 | 4131.8 "Ill-gotten Goods (Red)" Ability { id: "A22E", source: "Trade Tortoise" }
      -0.025 |  370 | 4138.9 "Material World " Ability { id: "A22D", source: "Trade Tortoise" }
      -0.077 |  372 | 4153.0 "Ill-gotten Goods (Blue)" Ability { id: "A22E", source: "Trade Tortoise" }
      -0.026 |  373 | 4160.1 "Material World" Ability { id: "A22D", source: "Trade Tortoise" }
      -0.072 |  375 | 4174.2 "Ill-gotten Goods (Green)" Ability { id: "A22E", source: "Trade Tortoise" }
      -0.028 |  376 | 4181.3 "Material World" Ability { id: "A22D", source: "Trade Tortoise" }
      -0.090 |  378 | 4196.4 "Earthquake" Ability { id: "A238", source: "Trade Tortoise" } duration 1
      -0.109 |  379 | 4207.7 "Recommended for You" Ability { id: "A409", source: "Trade Tortoise" }
      -0.069 |  380 | 4235.8 "What're You Buying?" Ability { id: "A22B", source: "Trade Tortoise" }
      -0.133 |  381 | 4242.8 "Material World" Ability { id: "A22D", source: "Trade Tortoise" }
      -0.122 |  382 | 4267.1 "Twopenny Inflation / Onepenny Inflation / Fourpenny Inflation" Ability { id: ["A915", "A231", "A230"], source: "Trade Tortoise" }
      -0.166 |  387 | 4279.4 "Recommended for You" Ability { id: "A409", source: "Trade Tortoise" }
   -4288.754 |    9 | 0.0 "--Reset--" ActorControl { command: "80000014", data0: "00" } window 0,100000 jump 

@xiashtra
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LGTM

@github-actions github-actions bot removed the needs-review Awaiting review label Dec 30, 2025
@xiashtra xiashtra merged commit 35a543c into OverlayPlugin:main Dec 30, 2025
10 checks passed
github-actions bot pushed a commit that referenced this pull request Dec 30, 2025
)

Most of the CE timelines have an InCombat sync line to ensure that the
timeline matches up with what we expect. In some circumstances, players
may accidentally already be in combat when the CE starts. If this
occurs, the timeline will never sync up, as the InCombat sync will not
be triggered. This results in broken timelines. In many cases the
timeline still "appears" but becomes wildly inaccurate.

Fix this by increasing the window for the first StartsUsing cast which
is used to re-sync the timeline in case of a backup. Ensure this window
is large enough to fully cover the 100 seconds skipped at the start of
entering a CE. 35a543c
github-actions bot pushed a commit that referenced this pull request Dec 30, 2025
)

Most of the CE timelines have an InCombat sync line to ensure that the
timeline matches up with what we expect. In some circumstances, players
may accidentally already be in combat when the CE starts. If this
occurs, the timeline will never sync up, as the InCombat sync will not
be triggered. This results in broken timelines. In many cases the
timeline still "appears" but becomes wildly inaccurate.

Fix this by increasing the window for the first StartsUsing cast which
is used to re-sync the timeline in case of a backup. Ensure this window
is large enough to fully cover the 100 seconds skipped at the start of
entering a CE. 35a543c
github-actions bot pushed a commit to ShadyWhite/cactbot that referenced this pull request Dec 30, 2025
…verlayPlugin#899)

Most of the CE timelines have an InCombat sync line to ensure that the
timeline matches up with what we expect. In some circumstances, players
may accidentally already be in combat when the CE starts. If this
occurs, the timeline will never sync up, as the InCombat sync will not
be triggered. This results in broken timelines. In many cases the
timeline still "appears" but becomes wildly inaccurate.

Fix this by increasing the window for the first StartsUsing cast which
is used to re-sync the timeline in case of a backup. Ensure this window
is large enough to fully cover the 100 seconds skipped at the start of
entering a CE. 35a543c
github-actions bot pushed a commit to ShadyWhite/cactbot that referenced this pull request Dec 30, 2025
…verlayPlugin#899)

Most of the CE timelines have an InCombat sync line to ensure that the
timeline matches up with what we expect. In some circumstances, players
may accidentally already be in combat when the CE starts. If this
occurs, the timeline will never sync up, as the InCombat sync will not
be triggered. This results in broken timelines. In many cases the
timeline still "appears" but becomes wildly inaccurate.

Fix this by increasing the window for the first StartsUsing cast which
is used to re-sync the timeline in case of a backup. Ensure this window
is large enough to fully cover the 100 seconds skipped at the start of
entering a CE. 35a543c
@jacob-keller jacob-keller deleted the jk-fix-out-of-sync-timeline-oc branch January 4, 2026 09:25
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2 participants