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docs: Log guide update #141
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xpdota
commented
May 3, 2024
- Add overlays to data flow diagram
- Info about cast times
- Info about target counts
- Minor notes
- Replace existing section about action effects
- Update HoT/DoT section
- Talk about buff stacks and overwrites
- Talk about headmarker offsets
- Note about tethers
- Sections about ability resolution, shield %, HP values, and MP as they related to 37/38/39-lines
- Explain 38-lines
- Explain 39-lines
There is currently no log line that indicates that a tether is no longer present. | ||
Some mechanics may periodically "re-apply" the tether, resulting in multiple redundant lines. | ||
If a tether changes (for example, a tether which players must stretch out), | ||
it generates a new log line. | ||
|
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Unrelated to this PR/update, but there is a TetherCancel
(47
/0x2F
) ActorControl packet that we could emit from OP if needed? They don't ever contain the tether ID so I'm not sure how useful exactly they'd be.
Here's an example from UCOB the other day (with my network packet debug dump showing the AC packets):
35|2024-04-25T23:24:43.7730000-04:00|4001851B|Firehorn|10001234|Some One|0000|0000|0005|10001234|000F|0000|b9cf98cc381ad7dc
4096|2024-04-25T23:24:43.7730000-04:00|ActorControl|4001851B|Tether|00000000|00000005|10001234|0000000F|00000000|a20ea866e59b57bb
4096|2024-04-25T23:24:48.7720000-04:00|ActorControl|4001851B|TetherCancel|00000000|00000000|00000000|00000000|00000000|6a3deb59597544fe
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Have you looked into how tethers are represented in memory? I wonder if it's the case that a given pair of entities can only have one tether, so you know exactly what tether is being canceled.
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I looked into it I think 8 or 9 months ago and it was a mess, something about tethers being controlled by the director and not directly associated with the actor? I can't remember all the details off the top of my head.
I'm not sure what limitations, if any, are associated with the tether logic. It might be that the field following the actor ID (0xF
in my example above) is an index of some sort, or flags, or something else.
param2
is sometimes 0xA
in the TetherCancel
AC packet, but only when the source ID is a player actor, and these TetherCancel ACs never have an associated Tether
AC packet and the tether field on their SpawnPlayer
packet is null, e.g.:
4096|2024-04-12T22:47:09.7790000-04:00|ActorControl|10001234|TetherCancel|00000000|0000000A|00000000|00000000|00000000|2a018d79676a8d04
Co-authored-by: valarnin <[email protected]>
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Approving this PR. If you want to continue discussion on the AC TetherCancel
stuff, we can continue in an OP issue or PR to add it if you think it makes sense.
- Add overlays to data flow diagram - Info about cast times - Info about target counts - Minor notes - Replace existing section about action effects - Update HoT/DoT section - Talk about buff stacks and overwrites - Talk about headmarker offsets - Note about tethers - Sections about ability resolution, shield %, HP values, and MP as they related to 37/38/39-lines - Explain 38-lines - Explain 39-lines --------- Co-authored-by: valarnin <[email protected]> 45bf1fa
- Add overlays to data flow diagram - Info about cast times - Info about target counts - Minor notes - Replace existing section about action effects - Update HoT/DoT section - Talk about buff stacks and overwrites - Talk about headmarker offsets - Note about tethers - Sections about ability resolution, shield %, HP values, and MP as they related to 37/38/39-lines - Explain 38-lines - Explain 39-lines --------- Co-authored-by: valarnin <[email protected]> 45bf1fa
This is a follow-up to OverlayPlugin#141 - Change the Data Flow diagram to use SVG format for better readability. - Update some header levels. - Generate new Table-of-Contents (this should have been done in OverlayPlugin#141 but was missed). 7fea234