Skip to content
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

fix npc talk loop #703

Merged
merged 1 commit into from
Dec 20, 2024
Merged

fix npc talk loop #703

merged 1 commit into from
Dec 20, 2024

Conversation

Elypha
Copy link
Contributor

@Elypha Elypha commented Dec 13, 2024

Hi

this fixes this issue #699 (as a workaround)

I believe there can be another way to adjust the NPC talk handling logic to fix this decently, but changing the implementation might introduce compatibility issues without understanding how to test it thoroughly.

From what I was able to observe, the NPC was interacted quickly again before another check that determines whether an interaction has finished thus a loop.

@erdelf
Copy link
Collaborator

erdelf commented Dec 13, 2024

you.. make it check less often and that solves the issue for you?
Huh.. is this a framerate dependent thing by any chance..

@Elypha
Copy link
Contributor Author

Elypha commented Dec 14, 2024

was alt levelling intensively these days and had like 50+ runs where I do remember there were like 4 times when the script just passed without issue. plus yesterday when I was recording that clip I noticed the lag introduced by taking snapshot and clip also had a large chance to fix it.

so this kind of random reproduction gives me an idea that some hard coded time may mess up with specific setup of fps/latency etc. for me it's often ~100fps and 2ms. it's not that unusual but the patch works for me so far. 1000 is okay and 2000 is even more stable tho.

one more thing for debugging is that boolAddonTalk https://github.com/ffxivcode/AutoDuty/blob/master/AutoDuty/Managers/ActionsManager.cs#L436 was always true so far I tested when talking to npc so that makes the method to loop endlessly. for the in game behaviour it's like the NPC was interacted quickly again before it checks it.

@erdelf erdelf merged commit d6914aa into ffxivcode:master Dec 20, 2024
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

Successfully merging this pull request may close these issues.

2 participants