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  • [Profiles] Adventure Mode Bounties - Community Edition

    Discussion in 'Archives' started by sychotix, Apr 4, 2014.

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    1. Joshshaman

      Joshshaman Member

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      Everything looks like It's working well again with the upgrade to the newest Trinity, except for the Oah'Tash quest (Act 4), still.

      I came back right as the gold inactivity thing had been tripped, so I checked to see what error It was, and this is what I saw, with the "Exception: Terminating Bot Thread" chunk repeated about 40 times ;_; :

      Using Waypoint. Number:42
      System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.Exception: Only part of a ReadProcessMemory or WriteProcessMemory request was completed, at addr: 00000198, Size: 12
      at GreyMagic.ExternalProcessMemory.ReadByteBuffer(IntPtr addr, Void* buffer, Int32 count)
      at GreyMagic.MemoryBase.Read[T](IntPtr addr)
      at Zeta.Game.Internals.Actors.DiaObject.get_Position()
      at Zeta.Bot.InactivityDetector.(Object , EventArgs )
      --- End of inner exception stack trace ---
      at System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor)
      at System.Reflection.RuntimeMethodInfo.UnsafeInvokeInternal(Object obj, Object[] parameters, Object[] arguments)
      at System.Delegate.DynamicInvokeImpl(Object[] args)
      at System.Delegate.DynamicInvoke(Object[] args)
      at Zeta.Bot.Pulsator.(Delegate , Object[] )
      [Trinity] Goblin #4 in sight. Distance=67
      Closing questreward dialog
      System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.Exception: Process must have frozen or gotten out of sync: InjectionFinishedEvent_was_never_fired
      at GreyMagic.Executor.WaitForInjection(Int32 timeout)
      at GreyMagic.Executor.Execute(Int32 timeout)
      at GreyMagic.Executor.Execute()
      at Zeta.Game.Internals.Actors.DiaActivePlayer.(Boolean )
      at Zeta.Bot.GameStats.(Object , EventArgs )
      --- End of inner exception stack trace ---
      at System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor)
      at System.Reflection.RuntimeMethodInfo.UnsafeInvokeInternal(Object obj, Object[] parameters, Object[] arguments)
      at System.Delegate.DynamicInvokeImpl(Object[] args)
      at System.Delegate.DynamicInvoke(Object[] args)
      at Zeta.Bot.Pulsator.(Delegate , Object[] )
      [Trinity][Performance] Execution of the block UpdateCachedPlayerData took 10005.19ms.
      [Trinity][Performance] Execution of the block RefreshDiaObjectCache.UpdateBlock took 10016.31ms.
      [Trinity][Performance] Execution of the block RefreshDiaObjectCache took 10017.60ms.
      [Trinity][Performance] Execution of the block HandleTarget.CheckForNewTarget took 10018.10ms.
      [Trinity] System.Exception: Process must have frozen or gotten out of sync: InjectionFinishedEvent_was_never_fired
      at GreyMagic.Executor.WaitForInjection(Int32 timeout)
      at GreyMagic.Executor.Execute(Int32 timeout)
      at GreyMagic.Executor.Execute()
      at ..(Executor , String )
      at Zeta.Game.Internals.Actors.DiaActivePlayer.UsePower(SNOPower power, Vector3 clickPos, Int32 worldDynamicId, Int32 targetACDGuid)
      at Trinity.DbProvider.PlayerMover.MoveTowards(Vector3 vMoveToTarget) in c:\Users\Josh\Desktop\Demonbuddy\Plugins\Trinity\Movement\PlayerMover.cs:line 716
      at Zeta.Bot.Navigation.DefaultNavigationProvider.()
      at Zeta.Bot.Navigation.DefaultNavigationProvider.MoveTo(Vector3 destination, String destinationName, Boolean useRaycast)
      at Zeta.Bot.Navigation.Navigator.MoveTo(Vector3 destination, String destinationName, Boolean useRaycast)
      at Trinity.DbProvider.PlayerMover.NavigateTo(Vector3 moveTarget, String destinationName) in c:\Users\Josh\Desktop\Demonbuddy\Plugins\Trinity\Movement\PlayerMover.cs:line 788
      [Trinity][Performance] Execution of the block NavigateTo took 10011.63ms.
      [Trinity][Performance] Execution of the block HandleTarget.HandleBasicMovement took 10012.12ms.
      [Trinity][Performance] Execution of the block HandleTarget took 20041.39ms.
      Exception when terminating bot thread. System.Exception: Process must have frozen or gotten out of sync: InjectionFinishedEvent_was_never_fired
      at GreyMagic.Executor.WaitForInjection(Int32 timeout)
      at GreyMagic.Executor.Execute(Int32 timeout)
      at GreyMagic.Executor.GrabFrame()
      at GreyMagic.ExternalProcessMemory.AcquireFrame(Boolean isHardLock)
      at Zeta.Bot.BotMain.()

      Exception when terminating bot thread. System.Exception: Process must have frozen or gotten out of sync: InjectionFinishedEvent_was_never_fired
      at GreyMagic.Executor.WaitForInjection(Int32 timeout)
      at GreyMagic.Executor.Execute(Int32 timeout)
      at GreyMagic.Executor.GrabFrame()
      at GreyMagic.ExternalProcessMemory.AcquireFrame(Boolean isHardLock)
      at Zeta.Bot.BotMain.()
       
    2. Dotfix

      Dotfix New Member

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      How long does it take for a run to be complete?
       
    3. sychotix

      sychotix New Member

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      Seems the average is about 4 games per hour, which means about 4 caches per hour.

      @Joshshaman, no idea what would cause that. Try a fresh install if it continues?
       
    4. xzjv

      xzjv Community Developer

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      Awesome, looks like a few people testing A1, just woke up so will take a look today at addressing these issues.
       
    5. sychotix

      sychotix New Member

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      Updated a few already with changes that (I can't remember the guy's name) made. He was posting the profiles earlier.
       
    6. BlowMeDry

      BlowMeDry New Member

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      Yup. I notice that.

      BTW, the BOT will not know if the objective indicator (yellow arrow) is displayed in the minimap?
       
    7. rh8452

      rh8452 New Member

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      Bot seems to get stuck in cave of the moon clan in A1 if there's enemies down a narrow passage on level 2 and the exit stone is found before they're all killed.

      A1 seems to be getting close to being AFKable though, great work.
       
    8. lczlol

      lczlol New Member

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      how do you find the total count of bounties done?
       
    9. _Steve_

      _Steve_ New Member

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      On the character selection screen click the profile button in the bottom right corner and it's listed - same place as gold collected and all that shit.
       
    10. xzjv

      xzjv Community Developer

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      looks like Creation85 fixed this one, it had the wrong bounty id on the HaveBounty tag, so it was like... OMG go there and do the bounty, then it got there and was like... naw we dont have the bounty, peace.
       
    11. xzjv

      xzjv Community Developer

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      Sounds like a boxSize, issue, i will make it smaller and it should be able to find the narrow passages.
       
    12. lczlol

      lczlol New Member

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      I mean the amount of bounties completed during my current run of DB.
       
    13. xzjv

      xzjv Community Developer

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      I don't think it is tracked anywhere. Someone could do a plugin for it though if you put something in the requests section.
       
    14. Killaseven

      Killaseven New Member

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      Are you planning to do Act 2 ? Would be awesome for the gloves :).
       
    15. optico89

      optico89 Member

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      Any way to merge act1 and act 4 bounties together in order to do both acts in the Same run? This would be a nice addition.

      Been testing act 4 for the past 3 days. Pretty solid except the memory leak itself still has to be resolved, and the bot doesn't seem to want to repair itself.

      I found this issue out when the memory leak error happens resulting in repeat deaths back to back, restarted the bot with red gear to see if it'd repair itself, and it just continued to start the bounties with red gear...

      Is that a known issue, or did I stumble upon something new here??


      I believe the idea is to complete one act at a time at this point, eventually I'm hoping all acts and bounties will be done 100% and in one run as apposed to each act being it's own run.
       
      Last edited: Apr 15, 2014
    16. Oksehode

      Oksehode Active Member

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      I believe the memory leak has been fixed with the latest Trinity revision. DB is using much less memory for me now.
       
    17. agent1337

      agent1337 New Member

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      @sychotix I love this profile and all the work you have done perfecting it to be afkable, it is coming along nicely!

      The only thing I have problems with is that something keeps resetting my loot radius and kill radius to 10, not sure if it's DB, trinity, or the profile.
       
    18. optico89

      optico89 Member

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      I did update everything again after I manually repaired, so far the memory leak has yet to come up again. Although I'm wondering if anyone else's bot isn't repairing still.
       
    19. Oksehode

      Oksehode Active Member

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      I've done 4 rifts now and DB is still using below 200mb of memory.
       
    20. optico89

      optico89 Member

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      Rifts or bounties? I was only aware that this community adventure mode thread was only focusing in bounties, and not rifts yet...

      How are you doing rifts, as I'd like to start depleting my 600+ rift tokens lol
       
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