PlaneShift

Attached to Project: PlaneShift
Opened by Elvors Amenoras - 22.12.2008
Last edited by Thom - 21.08.2009

FS#2616 - Game is leaking mobs (monsters/NPCs)

Here’s the procedure:

Attack a mob.
Run away from it, and cease attacking (click the white flag).
Log out before it reaches you (this is crucial, the monster must still be running at the time when you log out).

Mob continues running, and vanish after a while.
Onlookers continue to see it running and getting held up by obstacles.
However, this seems not to be what’s happening on the server: trying to target the mob will give you a “Mob is out of range”-style error message. Also, if the player logging off logs on again, he won’t be able to see the mob.
After a while (two to four minutes), the mob will vanish even for the observer.

Untested variations:
* We haven’t tested whether the attacker’s state (attack ceased or in attack mode) influences this bug.

<speculative mode>
The mob simply continues to run, disregarding any obstacles; the server doesn’t see any reason to send updates to the client because the mob state doesn’t change. Clients extrapolate the mob being held up by obstacles, but targetting contacts the server and gets back the “mob is too far” message.
Once the mob falls off the edge of the world, the mob is taken out of the game and observers’ clients are notified of that change, at which point the image of the mob is removed from screen.
This is something that I’d liked to have tested, but I haven’t found a way to verify that. (It would require an observer who’s so far that he can’t see the mob, but placed precisely enough on the mob’s escape route to see it when it passes. A GM might be able to place the attacker and the observer on known coordinates.)
</speculative mode>

Closed by  Thom
21.08.2009 17:28
Reason for closing:  
Additional comments about closing:  

Couldn't verify on trunk, assumed fixed somehow. Issue about NPCs not attacking on sight is now in PS#3117

Aresilek Besolez commented on 23.12.2008 06:54

Confirming.

James commented on 23.12.2008 13:35

I had found that teleporting to some of the off map mosters and hitting them with magic was enough to send them back to the map. Tonight I had 2 monsters running towards me when I quit. Gave them time to go off map then went back in. Teleported to each monster then hit it with fire warts. They went back to the map after 1 cast and look like they are back where they were when I logged off.

James commented on 28.12.2008 03:34

Monsters can also go off map when npcclient dies. Had 3 npc pushing against a wall when I ctrl-c npcclient. Those 3 monsters then moved through the walls until the server realised npcclient was gone. That was enough time for the monster that was facing off map to go off map. The other 2 went through their respective walls. All stayed at the same height even though there was no ground under the off map monsters and the ground had dropped away for the other 2.

Each of the 3 went in a straight line with the direction they were facing when npcclient died.

When npc client was restarted the 2 floating on map monsters dropped to the ground as though nothing had happened. The off map monster dropped to -70.65 and did not move afterwards.

Anonymous Submitter commented on 14.07.2009 04:07

I am going to have to ask Khaki if he can look at this, it is a strange behavior.

Andrew Dai commented on 17.08.2009 05:15

Please test on trunk.

Steven Schwartfeger commented on 17.08.2009 09:31

Could not verify with trunk.

Logged in Guest and Vengeance, turned invisible and invincible off, Vengeance attacked Fighter1 and ran away, used a quick quit shortcut, switched to Guest, Fighter1 had stopped running, Guest could attack fine, Guest ran away and quit while a fair distance away (needed to run him into boxes and stuff, they look much more dangerous now since they run after you ;-)), logged back in and Fighter1 was standing where Guest logged out. Next I tried getting Fighter1 properly stuck while chasing, as soon as Guest logged out he stopped trying to chase, and Vengeance could walk up to and attack him.

I don’t know if the problems listed in this report are related to the laanx scripts, more server load, higher latencies, or something else… but probably this can be closed as fixed.

Thom commented on 17.08.2009 23:30

Couldn’t verify either. With figher2 running after me I ran towards the wall of NPCroom and used “/slide me F 5” a few times to create some distance between him and me, I then logged off while running. When logging back in Fighter2 was standing at the NPCroom wall, so he must have continued running towards the NPCroom wall until he hit it and then stopped. He didn’t pass through it or fall of the world.

Elvors Amenoras commented on 17.08.2009 23:55

Are NPCs supposed to continue running until they hit an obstacle after the player logs off?

I would have expected them to either stop running as soon as the player logs off, or as soon as they reach the player’s position they were running to (i.e. the player’s position last time they cared about it).

Thom commented on 18.08.2009 00:02

For Vornne the NPC did stop after he logged off, so possibly another tester should test this bug.

James commented on 18.08.2009 00:58

Run at a wall with a npc chasing. Kill the client as you are about to hit the wall. Does not matter if laanx, ez or local stable server with svn data I can trigger this quite reliably on stable. On my stable server I was doing this with Fighter2.

With the latest trunk I have been playing with Fighter2. Have not managed to get him off map. I find he stops somewhere between where I saw him last and where I logged out. Fighter2 is normally attack on sight and after I log back in I find Fighter2 does not go back to attack on sight until I have killed him.

Thom commented on 18.08.2009 13:33

So you can reproduce with stable, but not with trunk? That seems good then.
The second thing about attacking on sight I should check again.

Project Manager
Lanarel commented on 21.08.2009 11:03

The attacking on sight is a separate bug that I recently checked (few weeks ago) on trunk and was not working. Seems this one is fixed though. CLose?

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