New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Walkpath Problem #198
Comments
Yea confirmed. I tested this one.. @offtopic I was wondering if this can do something with it? |
confirmed too, happend to me by accident yesterday, but I i did not care because I was thinking this was a hickup :D |
I had a quick look into it and the problem is exactly as @Lemongrass3110 described. |
meh, this kinda can be exploited by players and flood ur server with "hickup" |
This is official behavior. |
wow really? o.o |
@Playtester No, this is a stupid behavior.... C'mon, this is obviously a bug and it is annoying at least make a conf for it... |
I tested it on fRO/euRO and there the behaviour is as follows:
@Playtester told me on skype, that it depends if some kind of "repeat action mode" is running on the official server. Hope I understood that right. |
Yeah I case we can say that the repeated action is a problem. On official it goes into a loop too but only if you target a monster with auto-attack or just keep the mouse button pressed, but if you only press once to pick up the character will move one east and then stand there. I'm not sure why we repeat the action for looting as I'm pretty sure I haven't added command queues for looting commands, so I assume the client keeps sending us a request to get the item. Maybe we need to tell the client to give up somehow but I'm not sure what data to send. But in any case, you can easily stop the loop by clicking elsewhere. Apart from the repeat bug, it's still official behavior and I wouldn't consider it a bug. It's just that to prevent cell stacking you have to find a closest freecell and you need to start somewhere. You always have the option to switch off cell stacking by increasing the limit to a very high number. |
I simply don't understand why cell stacking is such a big issue... we can still stack up people on cells even with all this hassle. Just cast a skill during walk or simply use a jump skill like back sliding. If I could I would turn off the whole official walkpath thing, because it's just annoying, but unfortunately the non-official walkpath wasn't fixed and monsters lag through walls... I'll try setting the stack limit, thanks, but I'm a bit afraid that it will cause other issues with skills where stacking does make a difference (Grimtooth). If the client wasn't looping around it would be much more better. I'm not sure if it was my luck or it is an actual rule, but I noticed that if a player drops an item, it always falls to the ground on the left(west) side... soo this is pretty much a trigger for this looping can't get movement. Maybe the item should appear on the right(east) side, where the other player stands by default during pickup, so the whole looping could be averted. At least it would be logical, if this right hand standing on pickup is written in stone. |
items can drop on every side of the unit. |
@Playtester
I guess something is wrong here because the server tells the player that he can go there but will not let the player reach the cell because of the stack limit.
Update: |
@MrAntares I also like that it makes players spread around the mob that is attacking instead of all of them attacking from the same cell. It's quite different. Especially if you are a healer it's nice that you don't have all your party members standing on the same cell. There are a lot more situations where it matters for me like for example you have several looter mobs around and drop on item. On emulators they all walked on the cell of the item and cluttered together there, whereas on official they all spread out immediately to a free cell. And of course grimtooth hunting. This is a better protection than the "make monsters spread out" config. But as said you can switch off the cell stacking. I don't think it will make the walkpath display break because that only breaks if the walkpath is larger than 14 cells. @Lemongrass3110
The question is why after step 3, the character starts walking to the item again. I can only think that the client sends another move request. |
then let's call it feature lol since when get the closest freecell always be to the east. :P
|
Yes, I investigated a lot on Aegis to figure out the exact order of cell priority. East has highest priority, then N, W, S, NE, NW, SW, SE. |
yeah I know that, u do it perfect... almost? just because except that endless loop that @Lemongrass3110 said. |
can u convert that video to light novel or somewhat that I can read? haha |
I already did: #198 (comment) |
Hmm so if you are in the "Item <-> Obstacle <-> You" situation (with no cells in between) and then click, you won't even start moving? |
Yes as you can see in the video. |
Sounds to me that we simply need to add a block for client commands that issue a move request one cell to the west when there is an obstacle. |
To me it at least looks like a bigger problem. Since we also don't have the "if you can't move to the left anymore -> walk back" feature |
We have. I implemented that. That's what causing the loop. |
is this clientside or serverside issue., any progress? my test server reproduce this also using 2014-06-13aRagexe caught in an endless loop trying to pickup loot. |
Definitely a serverside problem. No info on the progress though |
Sorry, my health doesn't allow me to code for long times and since this would require debugging a lot to fix, I currently cannot do it. If someone could tell me how it loops (the order of function calls done repeatedly) I think I could find a way to fix it. |
I will look it up for you. But it is not really a serverside loop.
|
Hmmm yeah that's a bit harder then if it's missing client info since I don't know what the client expects. We have packets for "can't reach target for attack" that causes you to follow your target in that case. Maybe if the target is BL_ITEM this should not be sent to the client? |
Ok, so the packet capture shows the following packets:
To sum everything up: The setup is the same as discussed before. Character blocking the way to the item lying on the left cell next to him. Looting character coming from right. |
I applied the fix of lemon should i delete it or its fine to stay? |
You should delete my version. It would do a double check I think |
@Lemongrass3110 okay thanks! |
Lemongrass's version would also block movement from any direction other than just west, but it's not needed to block any other direction as it won't lead to a loop, it also only checks if the setting is exactly = 1. Other than that there won't be any conflicts having both. I still recommend removing it as it will updating easier to have as little changes as possible. |
I found an infinity loop when trying to loot an item.
How to reproduce?
I think that might be because of the cell stack limit(1 unit per cell) and when trying to grab the item it might want to place my character on the same cell as the other character.
The text was updated successfully, but these errors were encountered: