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  • [Release] RebornBuddy64 Version 1.0.424 - DirectX11 / x64 bit compatible

    Discussion in 'Rebornbuddy Forum' started by mastahg, Feb 29, 2016.

    1. mastahg

      mastahg Administrator Staff Member

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      Repobuddy is
      Thanks, I see the issue. It's adding a ref to a system dll that we don't ship, but is available. Will need to add some extra logic.
       
    2. mastahg

      mastahg Administrator Staff Member

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      New build coming now that fixes the issue by adding System.io.compression and system.io.compression.filesystem to rb references.

      I wasn't able to find a clean way of handling this generically and repobuddy is installed by enough people that handling this manually was the best way to go.
       
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    3. user00719284

      user00719284 New Member

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      getting an error from this build with combat routine, any way to go back to previous build?
       
    4. mastahg

      mastahg Administrator Staff Member

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      Post a log so the issue can be investigated, you can always unzip previous version but you wont be able to stay on them forever.
       
    5. mastahg

      mastahg Administrator Staff Member

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      New version
      Code:
      Startup time has been decreased even further for the database building thread.
      
      CPU usage has been greatly reduced, especially when running ff14 under very low frame rates.
      -This should be about where we were a few months ago before the change that increased the usage
      
      
       
    6. mastahg

      mastahg Administrator Staff Member

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      New build coming now that resolves the crash introduced by the previous version
       
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    7. user00719284

      user00719284 New Member

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      The update today is stuck in an infinite loop of prompting for the update and when skipping it...

      [00:02:21.425 N] Logging in...
      [00:02:21.951 N] T: 5249724963841651025 H: 3816605244
      [00:02:21.951 N] R:0 1 eu
      [00:02:22.568 D] Microsoft Windows NT 6.2.9200.0
      [00:02:23.115 D] Loading data from database
      [00:02:24.833 D] Finished loading data in 00:00:01.9156358
      [00:02:24.899 D] Current Locale Eng
      [00:02:24.899 N] Currently a level 2 Lancer
      [00:02:24.899 N] Compiling custom behaviors...
      [00:02:24.899 D] Done compiling custom behaviors...
      [00:02:24.900 D] [BotManager] Initializing
      [00:02:24.925 N] [Auto-Updater][Crawler] Crawler loaded.
      [00:02:25.108 N] [DeepDive] [OffsetManager][WallGroupEnabled] 22E8
      [00:02:25.109 N] [DeepDive] [OffsetManager][Map5xStart] 1908
      [00:02:25.110 N] [DeepDive] [OffsetManager][WallStartingPoint] 332
      [00:02:25.120 N] [DeepDive] [OffsetManager][Map5xSize] 338
      [00:02:25.129 N] [DeepDive] [OffsetManager][Starting] 140
      [00:02:25.138 D] [BotManager] Botbases have been reloaded.
      [00:02:25.138 D] ATB v0.0.0.0
      [00:02:25.138 D] ChocoboTrainer v1.0.533.0
      [00:02:25.138 D] Crawler v0.0.0.0
      [00:02:25.138 D] Deep Dungeon v0.0.0.0
      [00:02:25.138 D] Deep Dungeon HOH Party v0.0.0.0
      [00:02:25.138 D] ExtractBot v0.0.0.0
      [00:02:25.138 N] [DeepDive] [OffsetManager][DDMapGroup] 2302
      [00:02:25.138 D] Gardening bot v1.0.533.0
      [00:02:25.138 D] House Buyer v0.0.0.0
      [00:02:25.138 D] Lisbeth v0.0.0.0
      [00:02:25.138 D] Combat Assist v1.0.533.0
      [00:02:25.140 D] TripleTriHard v1.0.533.0
      [00:02:25.141 N] [DeepDive] INIT DONE
      [00:02:25.143 N] [DeepDiveHoH] [OffsetManager][UNK_StartingCircle] 0
      [00:02:25.143 N] [DeepDiveHoH] [OffsetManager][Starting] 0
      [00:02:25.145 N] [DeepDiveHoH] [OffsetManager][DDMapGroup] 0
      [00:02:25.148 N] [DeepDiveHoH] [OffsetManager][Map5xSize] 0
      [00:02:25.153 D] System.IO.FileLoadException: Could not load file or assembly 'Clio.Localization, Version=1.0.531.0, Culture=neutral, PublicKeyToken=48d7174f8a943034' or one of its dependencies. The located assembly's manifest definition does not match the assembly reference. (Exception from HRESULT: 0x80131040)
      File name: 'Clio.Localization, Version=1.0.531.0, Culture=neutral, PublicKeyToken=48d7174f8a943034'
      at ff14bot.BotBases.OrderBot.get_Name()
      at ff14bot.Managers.BotManager.Add(BotBase derievesFromBotBase)
      at ff14bot.Forms.ugh.MainWpf.BotManager_LoadBuiltinBots(Object sender, EventArgs e)
      at ff14bot.Managers.BotManager.()
      at ff14bot.Forms.ugh.MainWpf.<MainWpf_OnLoaded>d__2.MoveNext()
      --- End of stack trace from previous location where exception was thrown ---
      at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw()
      at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs)
      at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Int32 numArgs, Delegate catchHandler)
      at System.Windows.Threading.DispatcherOperation.InvokeImpl()
      at MS.Internal.CulturePreservingExecutionContext.CallbackWrapper(Object obj)
      at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
      at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
      at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
      at MS.Internal.CulturePreservingExecutionContext.Run(CulturePreservingExecutionContext executionContext, ContextCallback callback, Object state)
      at System.Windows.Threading.DispatcherOperation.Invoke()
      at System.Windows.Threading.Dispatcher.ProcessQueue()
      at System.Windows.Threading.Dispatcher.WndProcHook(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
      at MS.Win32.HwndWrapper.WndProc(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
      at MS.Win32.HwndSubclass.DispatcherCallbackOperation(Object o)
      at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs)
      at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Int32 numArgs, Delegate catchHandler)
      at System.Windows.Threading.Dispatcher.LegacyInvokeImpl(DispatcherPriority priority, TimeSpan timeout, Delegate method, Object args, Int32 numArgs)
      at MS.Win32.HwndSubclass.SubclassWndProc(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam)
      at MS.Win32.UnsafeNativeMethods.DispatchMessage(MSG& msg)
      at System.Windows.Threading.Dispatcher.PushFrameImpl(DispatcherFrame frame)
      at System.Windows.Application.RunDispatcher(Object ignore)
      at System.Windows.Application.RunInternal(Window window)
      at ff14bot.App.Main()

      WRN: Assembly binding logging is turned OFF.
      To enable assembly bind failure logging, set the registry value [HKLM\Software\Microsoft\Fusion!EnableLog] (DWORD) to 1.
      Note: There is some performance penalty associated with assembly bind failure logging.
      To turn this feature off, remove the registry value [HKLM\Software\Microsoft\Fusion!EnableLog].

      [00:02:25.173 N] [DeepDiveHoH] [OffsetManager][WallStartingPoint] 0
      [00:02:25.213 N] [DeepDiveHoH] [OffsetManager][Map5xStart] 0
      [00:02:25.217 N] [DeepDiveHoH] [OffsetManager][WallGroupEnabled] 0
      [00:02:25.217 N] [DeepDiveHoH] INIT DONE
       
    8. mastahg

      mastahg Administrator Staff Member

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      Do a clean install, looks like something is messed up with your directory as its using a mismatched dll
       
    9. user00719284

      user00719284 New Member

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      Yeah that solved it. Thanks!
       
    10. ripsnortntear

      ripsnortntear New Member

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      Is there a way to disable or turn off the ability that the anti afk is. Maybe a toggle in the global settings? i ask cause this causes issues with other programs we use to complement RB but the afk signals that get sent cause disconnects.
       
    11. Manta

      Manta Member

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      When compiling on startup, can you make it ignore the **\bin and **\obj folders, please? If a project gets compiled by an external IDE, the resulting build artifacts can break RB because intermediate copies of AssemblyInfo.cs or similar will remain in **\obj, get picked up by RB's compiler, then throw an exception that results in the entire add-on not compiling/loading. This comes up enough that it's worth trying to avoid, and I don't think there's any downside to excluding those folders. Example exception:

      As-is, the only solution is to delete the folders ourselves and restart RB. Some of my own projects try to do this automatically after build, but just opening a project can create the offending files and makes helping other projects painful.
       
    12. mastahg

      mastahg Administrator Staff Member

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      This was asked before and the answer remains no, the anti-afk disables the auto-afk timer (and not disabling this the character will run around with the afk flag), and they cannot be decoupled (we use one patch in one place, as this area changes very often and i would end up having to remake 8-9 patterns each patch). Rb sends no "signals"

      With such dubious mentions as "programs" i cannot even begin to fathom what software is being used and how it could be possibly interacting.

      Yes, this is something I want to add but when I tried a naïve approach there was a large slowdown, need to investigate a alternative top-level approach to allow easier filtering.
       
    13. mastahg

      mastahg Administrator Staff Member

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      August 22 was patch 6.2 update. No changes other then pattern updates for the new version were introduced. Following days updates were for island sanc and selectstring changes.

      This is difficult, could it be our anti-afk stuff, maybe, but I don't think so. (You weren't explicitly clear what happens now, as they have removed the code for the afk-logout from the game).

      Regarding adding an option to simply disable the anti-afk stuff, I am very against this. I regret adding the "Use alternative nav-server region" option, many users are enabling things they do not understand and this issue effects a what is likely a very very small subset of our overall userbase. I don't want to add a option and then users randomly toggle it on and then have those users get reported because they are running around with a chair above their head. Even just adding this as a config file option without a gui toggle exposes users to this possibility.

      For the immediate future things will remain as they are as I am quite busy with some deeply personal issues that I hope will be resolved before the new year.
      If someone has access to long term keys for the products involved and does not mind sharing them, feel free to pm them to me and ill look into setting up a vm to test everything out.
       
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    14. Manta

      Manta Member

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      I'm struggling to find the screenshots, but there are two behaviors:
      • It will rapidly flash AFK/not AFK, including the associated grey game chat messages, or
      • It will display a red game chat message/error about how you've been AFK too long, even though the AFK kick was removed, then leave the dungeon or go to login screen.

      Maybe I can find someone to post current screenshots.

      For sure, we're on the same page there. We've explained the "walking chair" thing a few times in Discord, that the AFK stuff isn't JUST for the 30 minute kick and taking actions don't reset AFK status on their own, so it's not as simple as "removing the 30 minute kick code".

      Hope you end up doing better, and thanks for entertaining this even though it's weird.
       
    15. Zamphire

      Zamphire Member

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      I know this is a bit old at this point, but how would I go about using a ground targetting limit break? All the caster classes have to target the ground.
      ActionManager.LimitBreak(Core.Me.CurrentTarget); activates the limit break but it just shows you the ground targetting reticule on the ground.
       
    16. mastahg

      mastahg Administrator Staff Member

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      Whoops, a oversight, you cannot with the provided functions.
       
    17. mastahg

      mastahg Administrator Staff Member

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      Now that a release date for 6.3 has been announced I am announcing a potential breaking change for the rb and rbcn api release on that day. Internally we use protobuff, but a really old version bundled within the old networking library we used to use. NuAuth has been a great success for cn users at reducing the issues with maintaining a persistent connection. I am considering giving the nav server a similar treatment by transitioning to gRPC. In order to do this I will need to remove the old networking library and include an updated protobuff. The only issue is that the protobuff api has slightly changed since we started using it so by updating protobuff any subprojects that use it will require an update. The only project I know for sure that is using protobuff is Lisbeth, but its possible there are others.

      6.3 is scheduled for January 10, 2023.

      Tl;dr
      NetworkComms library being removed, updated protobuff + sharpziplib being added

      @Neverdyne
       
    18. mastahg

      mastahg Administrator Staff Member

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      I want to give a little update regarding my health and rb updates and to set expectations going forward.

      Due to my health I can no longer maintain a shifted schedule that allowed me to get the global rb updates out before the servers are up. This usually occurs very early in the morning my local time and unfortunately it is hard to get the healthcare you need when you wake up in the evening.

      Going forward I would expect that updates will likely be ready within a few hours of the servers going up. I'll try and wake up early on these days where patches are announced ahead of time to minimize the disturbance but there will still be some delay. On days where there are unannounced or emergency updates the delay might be slightly longer depending on various factors.

      I am investigating potential areas for automation to help handle the small updates, as when patterns don't change there are only a few barriers that prevent the offset update from being automated.

      I don't expect any changes for expansion or multi-day downtime where there is an extended period of maintenance.

      CN releases are likely to remain unaffected.

      Thank you for your understanding. See you all with 6.3.
       
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    19. mastahg

      mastahg Administrator Staff Member

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      Several internals have changed substantially, so progress has been slower then I would have liked.
       
    20. mastahg

      mastahg Administrator Staff Member

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      Most of the offset work is completed, testing routines and then need to verify gathering window changes.

      AgentSalvage and all salvage related functions are currently broken due to internal game changes.
       

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