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What causes this error?

Featured Replies

[INFO][Bot #2][07/10 07:58:45 PM]: WebWalkingEvent; Fatal error! Cycles threshold reached on Walk => [x=3112, y=3260, z=0]

Not sure what it means by cycles threshold reached, but the position it gives is a valid tile... my character can walk to it with no problems. Its only been happening last night and today. 

https://gyazo.com/8662d73739e16163068affd2f42e84bc

  • Author
20 minutes ago, Alek said:

Show code

All of it, or just the part that gets called?

This is what gets called though 

public void walkBackToD() {

        if (!getInventory().contains("Pot"))
            log("Walking back to Draynor bank");
        getWalking().webWalk(draynorBank);


        new ConditionalSleep(250000,7500) {
            @Override
            public boolean condition() throws InterruptedException {
                return draynorBank.contains(myPlayer());
            }
        }.sleep();
    }

It only happens every now and then, so its not a regular occurrence. 

Edited by Dab in a Lab

4 hours ago, Dab in a Lab said:

All of it, or just the part that gets called?

This is what gets called though 


public void walkBackToD() {

        if (!getInventory().contains("Pot"))
            log("Walking back to Draynor bank");
        getWalking().webWalk(draynorBank);


        new ConditionalSleep(250000,7500) {
            @Override
            public boolean condition() throws InterruptedException {
                return draynorBank.contains(myPlayer());
            }
        }.sleep();
    }

It only happens every now and then, so its not a regular occurrence. 

You're walking regardless of whether or not you have a Pot, but only write to logger if you don't have a pot.. I have a hard time understanding the logic behind this; but okay.

The conditional sleep waits from the moment you've finished walking, up to 4 minutes.. Why? Nothing is gonna change once it's finished walking. This is not an async event.

Edited by FrostBug

  • Author
57 minutes ago, FrostBug said:

You're walking regardless of whether or not you have a Pot, but only write to logger if you don't have a pot.. I have a hard time understanding the logic behind this; but okay.

The conditional sleep waits from the moment you've finished walking, up to 4 minutes.. Why? Nothing is gonna change once it's finished walking. This is not an async event.

Ya I noticed that I didn't have a bracket to include the webWalking when I submitted my reply, I fixed it in my script. I have a check in my onLoop for if I don't have a pot and my player is in draynorBank, and it calls another method I have called withdrawBank that deals with it. 

It might not be the most efficient or cleanest way to do it, but I haven't ran into trouble with the banking process. Just the weird tile thing that doesn't really make sense to me.

Edited by Dab in a Lab

This happened to me before when I was walking to an area (room) and it gets to the "border" of the area, but it's uncommon. Sometimes my script completely stops, sometimes my bot just stands at the "border" of the area for a few seconds (20, 30) and then re-start doing the stuff again

 

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