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Emulator thinks that logs from the log splitter are really long
The log from https://github.com/quisquous/cactbot/issues/3158#issue-926814107 is a 7m38s pull but the emulator says it is 57m32s. This came from the cactbot log splitter.
Now that I've had some time to look at this, this is sort-of intended behavior?
raidemulator is ignoring the initial 253/249/250/01 lines, but is treating the 02
line as the first line of the encounter. Even if it were to ignore that line, the 03 lines shortly afterwards have the same timestamp, and those lines are sort of required for later functionality so they can't really be excluded.
I guess that behind the scenes we could clamp the start timestamp to whichever of these is earliest, which would fix the issue?
- Countdown started
-
Engage!
line - First log line that involves a player and an enemy (e.g.
Encounter.firstPlayerAbility
orEncounter.firstEnemyAbility
To be clear, this would leave the entire data structure for encounter/combatant tracker/etc the same, it would be a display-only change impacting the displayed duration times and the encounter progress bar at the top.
Maybe this comes back to my comments on the initial raidemulator patch, but even after using the new emulator for a while, I still don't find the "before the fight starts" user-facing bits useful (both the duration, but also as part of the time bar). Maybe you disagree here?
Here are my feelings:
- Displayed duration time - I believe that in all cases, this can be updated to reflect the actual pull duration
- Pre-fight part of the timeline - I still find this useful in some cases, but it's only ever during countdown for manually checking things in the opener or for early-pull, never directly related to triggers.
It appears that the cactbot log splitter splits on Engage!
lines, so the changes I proposed above would result in the Fight Begins
line being at the far left with absolutely nothing before it for any logs split with the cactbot log splitter.
Encounters from logs loaded directly from full network files would start at the beginning of the countdown, at the Engage!
line, or at the first player/enemy interaction line, whichever is earliest.
For example, if you load into e12s, spend 45 seconds setting up waymarkers/buffs/etc, then do a 15s countdown, in the current version there will be 60s of bar before the Fight Begins
marker. With the changes above, there would be 15s.
Pre-fight part of the timeline - I still find this useful in some cases, but it's only ever during countdown for manually checking things in the opener or for early-pull, never directly related to triggers.
If it's not related to triggers, can you help me understand the use cases?
One specific case that sticks out was a case of pre-pull shields being mistimed, causing problems with initial raidwide + autos on tank. There's also been cases of people asking for help figuring out where their pre-pull opener broke, though those are more rare. General things like that which aren't directly related to cactbot, but which the emulator helps me to track down.