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Compatibility: | Craglorn (1.1) Live (1.0) Beta (0.18) |
Updated: | 06/25/14 03:46 PM |
Created: | 03/01/14 08:55 PM |
Monthly downloads: | 101 |
Total downloads: | 29,161 |
Favorites: | 71 |
MD5: |
File Name |
Version |
Size |
Uploader |
Date |
1.0.3 |
28kB |
Xrystal |
05/25/14 05:02 AM |
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1.0.2 |
28kB |
Xrystal |
05/15/14 05:43 PM |
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1.0.1 |
28kB |
Xrystal |
05/11/14 07:30 PM |
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1.0.0 |
26kB |
Xrystal |
04/25/14 11:03 PM |
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0.0.9a |
15kB |
Xrystal |
04/13/14 05:54 PM |
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0.0.9 |
15kB |
Xrystal |
04/13/14 05:09 AM |
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0.0.8 |
11kB |
Xrystal |
04/05/14 03:31 PM |
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0.0.7 |
8kB |
Xrystal |
03/30/14 04:59 PM |
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0.0.6 |
7kB |
Xrystal |
03/15/14 03:19 PM |
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0.0.5 |
6kB |
Xrystal |
03/15/14 10:21 AM |
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0.0.4 |
5kB |
Xrystal |
03/15/14 05:33 AM |
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0.0.3 |
4kB |
Xrystal |
03/14/14 05:13 PM |
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0.0.2 |
4kB |
Xrystal |
03/04/14 03:34 PM |
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0.0.2 |
3kB |
Xrystal |
03/01/14 08:55 PM |
Comment Options |
05/12/14, 02:35 PM | |
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Xrystal, something to check:
I made up my own little debug message window and added message calls to the functions in NodeInteract.lua to see if I could see why I wasn't getting any verbose output. From my preliminary findings, XrysGatherer_InteractUpdate is not working quite right. It detects interactions okay, but it is as if something goes wrong. Screenshot for reference Debug results First Harvest Starts Line 1: In InteractUpdate, isInteracting is true, interactMode is INTERACTION_HARVEST, isHarvesting is false, isHarvesting is set to true Line 2-3: InteractUpdate has recorded position, interactMode is INTERACTION_HARVEST, timestamp is recorded While harvesting, ticks detect isHarvesting as true until harvesting action ends, still remains true but nothing further in InteractUpdate occurs (doesn't reach elseif interactMode == INTERACTION_LOOT and isHarvesting then block where wasHarvesting is made true) Line 4: In SlotUpdate, wasHarvesting is false and function ends at that point Line 5: In ReceiveLoot, wasHarvesting is false and function ends Second Harvest Before Line 6: In InteractUpdate, isInteracting is true, interactMode is INTERACTION_HARVEST, isHarvesting is true. Function ends. No location data is detected, no timestamp is recorded. Line 6: In SlotUpdatewasHarvesting is false and function ends at that point Line 7: In ReceiveLoot, wasHarvesting is false and function ends
Last edited by skyraker : 05/12/14 at 02:36 PM.
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Xrystal |
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skyraker |
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05/12/14, 03:46 PM | |||
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edit: Well it looks like I may be able to use the EVENT_LOOT_UPDATE event instead which ... touch wood .. should trigger for you. I'll do a mini git update for you to test once I have done a few more tests to confirm that it is still reporting the same information for me as it does when using the INTERACTION_LOOT edit2: Hmm, I knew there was a reason I stopped using this event, it doesn't seem to be consistent with the loot target and loot data info. Having to put as little code in this function as possible but enough to get the details you need. Bypassing as much of the looting interaction/update as possible, seeing as both seem to be as bad as the other. edit3: Okay, I am having to revert back to the last uploaded version as now it is throwing out way too many errors because it is not getting the loot target info nor harvest interaction info needed. The only way I only got it to work was with the INTERACTION_LOOT update routine which for some reason isn't working for you but is for me. What other addons do you have running again Sky ? edit4: Can I say it is annoying there isn't an INTERACTION event rofl. Anyway, think I managed to sort out the update routine to keep the interaction information but I'd feel more comfortable if there were more tests done before I push it live. But before I go to bed, which will be soon as it is midnight here, I'll post up this version I'm testing to the git page with the debug code in it as well.
Last edited by Xrystal : 05/12/14 at 05:24 PM.
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05/12/14, 06:20 PM | ||
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Yeah, a simple EVENT_HARVESTING_COMPLETE(string nodeName) would be nice. |
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skyraker |
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05/12/14, 06:34 PM | |||
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Well give the version of nodeinteract.lua a go that is on the git page. I spent all night gathering and testing in between the odd simple quest acceptance I came across or mob that I ran into rofl. Hopefully, *crosses fingers*, this will work for you correctly. The CloseLoot and NoInteractTarget events I haven't had trigger for me yet, the latter of which I decided to add when I realised I was getting a few non target info details coming out at me before I made some changes, so if you decide to give this version a test run and those pop up if you can let me know what out put you get from them. The sequence seems to now go as follows: InteractUpdate - OnUpdate - Store Location, Timestamp, InteractionInfo, track status variable changes UpdateLoot - EVENT_LOOT_UPDATED - Write Node Details to file if it is the first time SlotUpdate - EVENT_SINGLE_SLOT_UPDATE - Store Item Details ReceiveLoot - EVENT_LOOT_RECEIVED - Write Item Details to file and create pin and output verbose details There are several lines of debug code in there that should at least help locate where it falls apart if it still does it for you. The side effect of this change is that it re-initiates the harvesting interaction if you decide not to loot, so it looks like you won't get any harvesting details recorded unless you loot. I may have to change this part again so that the harvest interaction does the updating of the node details instead of the looting side of things. Thanks again for this. Your testing is appreciated. I have already asked my brother to put aside some time on the weekend to test the multiple people looting scenario with me.
Last edited by Xrystal : 05/12/14 at 06:40 PM.
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Xrystal |
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05/13/14, 12:08 AM | |
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Linking to latest screenshot. As you can see, info from your git update is going to the chat window. Please check that this is what you were expecting to see on successful harvesting. It shows two harvests in a row.
Latest Git Version snapshot |
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skyraker |
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05/13/14, 02:11 PM | |
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Hmm that is a bit scary. The interaction tests only checks if the player is interacting with no validation as to who.
Do you recall doing those 2 harvests one after the other as the locations look awfully close or was that as you were harvesting the one node ? That type of display is what I was seeing when my character simply stopped harvesting for no reason but it didn't trigger a finished harvest because no loot window came up. So that effect isn't a problem if that is what happened to you. It simply doesn't record anything about that node until you successfully loot from it. That is why I added that NO_INTERACTION event to see if it triggered in those situations. I would have expected to see the 2nd node say the same as the first node but that would depend on whether this happened to you and you moved on without realising. What loot settings do you have ? Just in case this is linked to how the loot works. |
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Xrystal |
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05/13/14, 03:10 PM | ||
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The two harvests in the screenshot were simply near each other, but it was two different nodes. If it wasn't for the fact that I got this with no other addons running I would think there could be a conflict with HarvestMap.
Last edited by skyraker : 05/13/14 at 03:27 PM.
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05/13/14, 03:25 PM | |||
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edit: Yes auto loot is where it is hiccoughing. The Loot window never shows, also explains why the loot interaction never worked for you. So, time for some more testing to try and figure out how we can bypass that requirement.
Last edited by Xrystal : 05/13/14 at 03:27 PM.
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05/13/14, 03:31 PM | |
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Heh, you already edited!
Last edited by skyraker : 05/13/14 at 03:31 PM.
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05/13/14, 03:43 PM | |
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I wonder if the auto loot is causing the looting handlers to fire before it ever can call InteractUpdate again to see the harvesting as complete? Looking at the events firing, there is inherently nothing different. No autoloot and you still get EVENT_INVENTORY_SINGLE_SLOT_UPDATE, EVENT_LOOT_RECEIVED, and EVENT_LOOT_CLOSED in that order. The only difference is that one is triggered by the player long enough after the actual harvest while the other occurs right away.
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skyraker |
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05/13/14, 03:51 PM | ||
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edit: Rofl, first time I have had this happen. Nirnroot on floor, butterfly flying above it ... bent down, pressed E not realising the mouse was hovering over butterfly just at the point of interaction start, but looted Nirnroot. Annoying ... edit2: Well tested the new change around code and it looks like barring the above little glitch and an untested possible glitch if there are 2 or more items that were looted and it doesn't document the right ones, it looks to be reporting the same information as it did for me before with the other options. So theoretically it should work the same ( looting differences aside ): Consolidate Area Loot On, AutoLoot Off - My normal way of looting Consolidate Area Loot On, AutoLoot On Consolidate Area Loot Off, AutoLoot On I assume that with both options off it will work fine as it would be based on normal looting settings then per node. I will update the git with this version shortly. Just want to tidy up the code somewhat .. lots of blocks of unused code now. All updated and this screenshot of how I am expecting it to work regardless of looting options can be seen here. Let me know if you finally get the information you should get.
Last edited by Xrystal : 05/13/14 at 06:03 PM.
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Xrystal |
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05/13/14, 09:34 PM | |
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I am getting what is shown in your screencap now with autoloot on.
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skyraker |
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05/14/14, 12:53 AM | ||
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Xrystal |
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