ToliburtiX
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Everything posted by ToliburtiX
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Hello Folks, what would be the best/efficient way to call IsPlayerVanished of the vanish module from an other plugin? I tried it this way, but get always false. Thanks for your time. using System; using System.Collections.Generic; using Oxide.Core.Plugins; #if CARBON using Carbon.Modules; using Carbon.Base; #endif namespace Oxide.Plugins { ... #if CARBON private bool canBypass(BasePlayer looter) { var vanishMod = Carbon.Base.BaseModule.GetModule<VanishModule>(); return null != vanishMod ? vanishMod.IsPlayerVanished(looter.userID) : looter.isInvisible || looter.limitNetworking; } #else private bool canBypass(BasePlayer looter) => looter.isInvisible || looter.limitNetworking; #endif ... }
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I already did this and as I said before, without RoamingNPCs constantly calling "IsDeployableNature" everythink is fine.
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If you tell me what I can do, I'd like to try a few things.
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Yes, of course.
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Well, as far I can see they define a method and use it in their code. I will only give this small general code example, because it's not open source. I asked them to have a look here in this support ticket an maybe contact you. ... public bool IsDeployableNatureEntity(BaseEntity entity) => DeployableNature?.Call<bool>("IsDeployableNature", entity) ?? false; ... ... private bool CheckResources(BaseEntity resource) { if(resource == null) return false; if (instance.IsDeployableNatureEntity(resource)) return false; ... }
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Failed to create agent because it is not close enough to the NavMesh
ToliburtiX replied to ToliburtiX's Support Request in Support
Hi, regarding the high memory consumption, it's seems a problem between RoamingRPCs and DeployableNature. I filed a bugreport there, maybe you could have a look at it, too. https://codefling.com/files/sc/26471-memory-leak-and-hook-flooding/ Best regards, Toli -
Well, looking deeper I think I found the problem. It's the plugin RoamingNPCs which constantly calls the hook "IsDeployableNature". I have only 8 NPCs configured to run around on the map and collecting resources, which seems to create this huge overload. Is this a problem of DeployableNature or RoamingNPCs? Who will solve it?
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Wow, see attached plugins.txt, after 3 hours of runtime, DeployableNature consumes 8 GB of "hook memory". Without a single Item deployed. plugins.txt
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Failed to create agent because it is not close enough to the NavMesh
ToliburtiX replied to ToliburtiX's Support Request in Support
Hello, okay, I do not have a problem with filtering the messages, if they are clearly "informative", cause it takes some attempts to find a good spawning point. But my observation was, the longer the server runs, the more messages arrive during a burst. For example, it takes a while 'til the first message-flood comes with lets say 10 messages. Then after a while, 20 messages come at once. Then, maybe after a longer pause, 30 or 40 messages come at once. (Numbers are roughly estimated) Overall it blowes up the logfile and I hoped it's some sort of exception you can catch in your code. As I said in an other ticket, SpawnsDatabase integration works for me like a charme. I will use this most of the time. Thanks again for implementing. I think the high memory consumption is not a problem with RoamingNPCs, but with DeployableNature. I filed a bugreport. Best regards, Toli -
Hello, I saw this behaviour on my production server, but proved it with a fresh installation of rust-server and carbon framework. The map (3000) is new procedural generated. No players are on the server (except me as admin) and no items deployed at all. But: As the carbon-console-command "plugins" shows, DeployableNature consumes 1000x more hook events than other plugins, and the memory is constantly growing. On my production server it was 3GB after 2 or 3 days, and it will lead to a out of memory crash, if you are not restarting the rust-server at a regular basis. Greetings, Toli plugins.txt
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Is there any way to separate them and take different routes?
ToliburtiX replied to laodu's Support Request in Support
Having a group all doing the same and going the same route may happen, if they spawn at the same time at nearly the same spot. It also happens, if you use the new "SpawnsDatabase" option as respawn mode, and only have one spawn point. I mitigated it by defining a couple of slightly different spawn points. Best would be a spawn-cooldown of about 10 seconds between two spawns, so the first already ran away when the next spawns. -
I just tested it and it works like a charme. Thanks for implementation.
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Failed to create agent because it is not close enough to the NavMesh
ToliburtiX replied to ToliburtiX's Support Request in Support
Hi there, for the sake of debugging this odd problem, I did a clean and fresh install of a rust server and carbon framework, going with the default options where possible. The server generated the 3000 map with seed 4548765 by itself. I installed only RoamingRPCs and three other plugins for logging (see plugins.txt). But after a while I still get this flooding message in the log file (see console-log file). Greetz, Toli console.log.zip plugins.txt -
Failed to create agent because it is not close enough to the NavMesh
ToliburtiX replied to ToliburtiX's Support Request in Support
My plugin list and a slightly anonymized logfile covering 2 hours from start to shutdown of the server are attached. It's my testserver (copy of the production server), so only one player (me) logs on. console.log.zip plugins.txt -
Failed to create agent because it is not close enough to the NavMesh
ToliburtiX replied to ToliburtiX's Support Request in Support
Dam it, the messages came back. It seems that after a restart of the server (not just reload of the plugin) it takes a while 'til they occur. What I also noticed, while there is not much traffic an the new server, it's slowly eating up the free memory/RAM. Feels like a memory leak. Is there anything I can do to help debug this problem? -
Failed to create agent because it is not close enough to the NavMesh
ToliburtiX replied to ToliburtiX's Support Request in Support
No, there were no such related messages. Well, I spend the last days removing all my plugins from "carbon/plugins", restarting the server and putting them back one by one while watching the logfile for a while. RoamingNPCs was the first I put back and running all the time. Well, what should I say. The flooding message did not come back. I will now wait and see if it stays away or comes back after a longer runtime of the server. I think nothing must be done in the moment. -
Failed to create agent because it is not close enough to the NavMesh
ToliburtiX replied to ToliburtiX's Support Request in Support
Hello, the map is procedural, seed was 4548765, size 3000. Config is attached. RoamingNPCs.json -
Failed to create agent because it is not close enough to the NavMesh
ToliburtiX posted A Support Request in Support
Hello, while most of the time the NPCs are happy respawning, from time to time the logfile is flooded with "Failed to create agent because it is not close enough to the NavMesh" messages. It's clearly caused by RoamingNPCs, because unloading the plugin stops the message. But a simple reload of the plugin does not solve the problem. I have to unload it, delete the file "data/RoamingNPCs/Bots.json" and load it again. Then everything runs fine until the next "flood". Best regards, Toli -
Have to reload plugin to make imported skins worked
ToliburtiX replied to diaolingtyp's Support Request in Support
Same for me, imported skins will not show up without rloading the plugin. -
Yes, exactly.
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Hello Folks, I'm very excited about Roaming NPCs, especially on my new less populated PvE Server. I set common spawn points for new players using the two plugins "Spawn Database" and "Custom Spawn Points", which works great and overrides the map-beach definition of spawnpoints without the need of editing the map. But even I set the config-parameter "What respawn mode to use? (RandomPoint, RoadPoint, SpawnPoint)": "SpawnPoint", roaming NPCs spawn at the beach. It would be very nice if you could integrate a "SpawnDatabase" option and just use the API of "Spawn Database" to get admin defined spawnpoints. Best would be if one could configure the database file per NPC definition. Greetings and thanks for the good work, Toli
