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Comments (11)

fryguy503 avatar fryguy503 commented on May 28, 2024

No where in the code have I seen any 10 minute timers, the checks each time the hatelist is updated. I know I have never seen this crop up and I have many events that are longer than 10 minutes and a few that would reset the whole event if the hate list was completely dropped.

We would need more logs to show this and duplicate it.

HateList Code:

if (cur_time - (*it)->last_modified > time_ms) {

from server.

Ewiclip avatar Ewiclip commented on May 28, 2024

No where in the code have I seen any 10 minute timers, the checks each time the hatelist is updated. I know I have never seen this crop up and I have many events that are longer than 10 minutes and a few that would reset the whole event if the hate list was completely dropped.

We would need more logs to show this and duplicate it.

HateList Code:

if (cur_time - (*it)->last_modified > time_ms) {

Go punch a mob and then turn away from it for 10minutes. At the 10minute mark it will drop aggro and walk away.,

from server.

fryguy503 avatar fryguy503 commented on May 28, 2024

Sounds good, will try it and report back

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fryguy503 avatar fryguy503 commented on May 28, 2024

If you are not interacting with the mob that is currently intended per the source and live.

Server/zone/mob_ai.cpp

Lines 1048 to 1051 in 16ab183

// NPCs will forget people after 10 mins of not interacting with them or out of range
// both of these maybe zone specific, hardcoded for now
if (hate_list_cleanup_timer.Check()) {
hate_list.RemoveStaleEntries(600000, static_cast<float>(zone->newzone_data.npc_aggro_max_dist));

Sure someone could add a rule to prevent this, but it is also a method to prevent un-needed stale entries on a npc's hatelist.

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fryguy503 avatar fryguy503 commented on May 28, 2024

With that said, I tested this on my server and didn't encounter the issue.

image

Quest Code:

function event_combat(e)
    if e.joined then
        eq.zone_emote(MT.Yellow, "Combat Started");
    else
        eq.zone_emote(MT.Yellow, "Combat Stopped");
    end
end

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Ewiclip avatar Ewiclip commented on May 28, 2024

Doing some more testing so I can give you more information on exactly how/where it happens.

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Kinglykrab avatar Kinglykrab commented on May 28, 2024

Any follow up on this @Ewiclip?

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Ewiclip avatar Ewiclip commented on May 28, 2024

Any follow up on this @Ewiclip?

Yeah sorry got busy. I'm able to reproduce it but it's not consistent. I setup a macro that plucked an arrow at a mob once every 5minutes and went AFK for the night. Then I added an eq.debug into the combat event and noticed that twice over the night it went off again.

As an experiment I did the same but with 10 different characters at the same time and I staggered their original engage time. Again I went AFK over night with each character re-engaging. This time I had significantly more message indicating that I had just engaged for the first time.

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Kinglykrab avatar Kinglykrab commented on May 28, 2024

Any updates on this? I have not seen this on any servers that I have played on.

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Kinglykrab avatar Kinglykrab commented on May 28, 2024

@Ewiclip

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joligario avatar joligario commented on May 28, 2024

No response. Can re-open if needed.

from server.

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