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[AC] [Bug] [Core] NPCBOTS sometimes fails to recall the player's location. #795
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Increase feedback from players: Once this problem occurs at present, unless you find NPCbots to execute the above command and resume following after a remote recall away from a specific location, you will return to the respawn point only through server restart. |
Player feedback again (code version is 5/20):
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Well even following these steps I cannot reproduce the problem. Far or close, bots return to player properly. Even if I make them stay near the dummy to make them continue attack when I move away, still if I leave combat, logout and log back in bots leave combat and return to their spawn location and then teleport back to player.
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The plugin is the latest version of NetherBot, so there shouldn't be any issues. I just made language adjustments. Correct it, according to the screenshot above, the warrior is not in battle this time. |
If player logs in and party is created then bot actually joins player and teleports, but either can't enter player's map or is restricted by something else. Map shows bot's last location since was noted, means bot was added to group and then teleported If you have a reliable way to reproduce the issue locally you can try uncomment bot_ai.cpp lines 18278-18279, see if message triggers: - //ChatHandler ch(master->GetSession());
- //ch.PSendSysMessage("Your bot %s cannot teleport to you. Restricted bot access on this map...", me->GetName().c_str());
+ ChatHandler ch(master->GetSession());
+ ch.PSendSysMessage("Your bot %s cannot teleport to you. Restricted bot access on this map...", me->GetName().c_str()); |
I discovered an abnormal situation while trying it out myself: The code version for WorldServer is May 20th. |
I remember transports causing this sometimes, but that was long ago. In any case that's a different, unrelated problem |
This is completely different from the show of NPCbots on ships a long time ago, when NPCbots were like floating on the deck of a boat and could not be synchronously transmitted. |
Today, players gave feedback again: Yesterday, there was another issue where NPCBots disappeared after returning from Shattrath to Thunder Cliff. Additionally, my server uses the mod function of the gemstone teleportation robot. |
Another player feedback: After testing the damage value of equipment skills by driving wooden stakes in the main city, the probability of NPCBOTS getting stuck and not following is higher. |
Player feedback: He hired a total of 9 NPCBOTs and fled after triggering a battle in the enemy camp area. When he found that there were only 3 NPCBOTs left, he clicked the addon button to recall NPCBOT, indicating that it could not be executed during the battle. |
В дополнение к вышесказанному: Далее 2 пути, что тоже очень странно:
Ситуация возникает крайне редко, и постоянно у разных персонажей. В среднем боты пропадали раза по 2-3 у каждого персонажа за пол года. После рестарта сервера боты возобновляют свою работу как ни в чем не бывало. Мое предположение было, что зависает bot_ai в какой-то момент, и только рестарт сервера его оживляет, но кто-то умудрялся самостоятельно находить и "оживлять" потерянных ботов о_О. Из установленных модов есть только один, для которого в ядре сделаны изменения - guild_house - для него на ГМ-острове и в некоторых отдаленных зонах введена система фаз по номеру гильдии+10000, отличная от маски фаз. Думаю, что если бы боты при возвращении из ГильдХауса вместе с хозяином не меняли фазу на правильную - это было бы заметно с первых же дней использования этого мода. Но игроки с ботами нормально портуются в отдельную фазу на ГМ-острове и возвращаются оттуда в фазу 1 в мир. Склюняюсь к мнению, что необходима команда типа |
Спасибо, так гораздо яснее. |
trickerer/AzerothCore-wotlk-with-NPCBots@ba8be9b So far all my attempts to reproduce the problem were fruitless. Here is a command that may help in such a situation, no guarantee. The command is only available to GMs since it generates a report on found problems, if it actually solves the problem please post its output here, that information may be crucial if we hope at all to resolve this issue for everyone. |
Just received feedback from the player that there are a total of 9 robots in the NPCBOTS team he hired, of which only 2 can follow, and the rest have disappeared and cannot be recalled. |
I'm curious about that crash since when I try to use Anyway. |
Yes,I have updated to trickerer/AzerothCore-wotlk-with-NPCBots@3e2db3e |
Today's player feedback: In an dungeon instance, the player character experienced multiple deaths and released their soul, |
This could only be done using |
DO NOT REMOVE OR SKIP THE ISSUE TEMPLATE
Current behaviour
There is frequent feedback: NPCBOTS sometimes fails to recall the player's location.
When this problem occurs, it can be confirmed that the player's employment relationship with npcbots has not been dissolved.
The unrecalled NPCBOTS shows the avatar as black in the team.
This is still the case after players try to go offline and then go online, and NPCBOTS will not be able to return to the player again until worldserver is restarted.
I suspect that the NPCBOTS that cannot be recalled may be stuck in a combat state or in a position.
Normally, after the player goes offline, the employed NPCBOTS should automatically cancel all status and send it back to the respawn point.
After the player is online, it is automatically transmitted to the player's location.
Expected behaviour
Hope to find the cause and fix the issue .
Thank you very much!
Crashlog
No response
Steps to reproduce the problem
No specific factor was found that triggered this issue.
TrinityCore or AzerothCore
AzerothCore
Core rev. hash/commit
AzerothCore-wotlk-with-NPCBots f758b14 2024-04-07
Operating system
Ubuntu 18.04
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