View Full Version : Hyper food consumption issue
DominionZ
05-05-2017, 09:45 PM
New to EQEmu and just got my private server running. I noticed my character goes through 1 food and water roughly every minute. I have tried changing the Character:ConsumptionMultiplier from 200 to 4000 and didn't make a difference. I am using HeidiSQL to edit the setting. Any ideas as to how to fix this?
ghanja
05-05-2017, 11:05 PM
client.cpp beginning line 8497:
if (metabolism_bonus)
cons_mod = cons_mod * metabolism_bonus * RuleI(Character, ConsumptionMultiplier) / 10000;
else
cons_mod = cons_mod * RuleI(Character, ConsumptionMultiplier) / 100;
I know nothing of consumption, never toyed with it, not from an AA stand-point, or otherwise. So, bearing in mind my ignorance, it in my eyes seems odd that if there are metabolic spells/aa's in play on the toon, the consumption modifier (cons_mod) is product divided by 10000 rather than 100 when there is no AA, spell, etc. metabolic modifier in play (or vice versa). It may have absolutely nothing to do with what you're experiencing though.
The_Beast
05-06-2017, 01:42 AM
Well if every server was having this same problem, I could see it being a code glitch, but I have never heard of this issue before.
I have Character:ConsumptionMultiplier set to 150 and Character:FoodLossPerUpdate set to 35 and it functions normally. But one
per minute is a little crazy fast.
Kikinaak
05-06-2017, 03:31 PM
I am having this issue as well with mine
Ikky1
05-06-2017, 05:04 PM
I am also having this issue. New personal server.
Ikky
Akkadius
05-06-2017, 06:19 PM
Old issue:
https://github.com/EQEmu/Server/issues/308
DominionZ
05-07-2017, 04:04 PM
So I'm assuming then that this is a known issue and there is no fix/work around for it?
Akkadius
05-07-2017, 04:06 PM
Yes that is correct, no one had cared enough to fix it. I'm sure it wouldn't be too hard to trace down
DominionZ
05-07-2017, 05:38 PM
Ah ok. Thanks for the info. Guess i'll be seeing a lot of your a hungry/thirsty msg's lol
The_Beast
05-07-2017, 09:00 PM
Ah ok. Thanks for the info. Guess i'll be seeing a lot of your a hungry/thirsty msg's lol
I am curious as to what circumstances/conditions your toon is consuming this fast ? Does it consume like that when idle ?
I desperately tried to replicate the issue you're having. Using updated code and db, I put a 20 stack each of food and water
on a toon, ran around a bit, did a few battles and after 30 minutes, nothing had been consumed. I summoned a mount and
same results.
DominionZ
05-07-2017, 09:39 PM
Just sitting still not moving my character consumes 1 food/water every 45 seconds. I timed it. This was when my character was lvl 10 in starting zone.
The_Beast
05-07-2017, 10:07 PM
I seem to be having the opposite problem. My toon still has not consumed any food or water and it's been logged in for
an hour and a half now. I did run into something strange. I had put one single iron ration and water flask in main inventory,
just to see anything happen. But when I left clicked on the item, to move it, it poofed and I got the following message
in my client window:
Inventory Desyncronization detected: Resending slot data...
Source slot 27 resyncronized.
Destination slot 30 resyncronized.
EDIT: Oh wait, wonder if that had to do with changing clients. I was on with RoF2 and then changed to a UF client.
The_Beast
05-08-2017, 12:33 AM
Well, I tried using some backup binaries from a month ago, then used the update script to grab the latest stable binaries (dated april 30th)
and still could not find anything relevant to your issue. The database is current and fully updated (version 9010). Its strictly vanilla with no
edits at all. I created new and various toons, but still not experiencing the same problem. Toons won't eat or drink anymore if I try to force
feed them, lol. I will leave one logged on over night and see if it consumes anything at all.
demonstar55
05-08-2017, 01:03 AM
I need to spend some time capturing information on live servers to see how things work. The client has a lot of details, but not enough to fully fix the issues.
The_Beast
05-08-2017, 01:50 PM
I can confirm, I had an ogre toon sitting idle for 2 hours and he only consumed one water and one food. I remember playing on
live,(long ago) I used to buy a 5-3 ratio of water to food, since the water was consumed faster and my inventory was balanced
out for shopping, lol
Kikinaak
05-08-2017, 03:10 PM
So its either one or the other. You either consume like Ghandi or Garfield, nothing in between. My server, set up a few days ago using Akkas installer, is the latter, and it happens on both UF and ROF2.
The_Beast
05-08-2017, 03:24 PM
Thats confusing, because I tried it with the binaries from the update script, which I assume is the same binaries that one
gets with the installer. So I have no idea why some (using the installer) would experience that and someone like myself
does not, when using, what should be the same code ?
Akkadius
05-08-2017, 04:26 PM
Again, this is a known issue, so it doesn't do any good to ponder why it seems normal for some and not for others.
When we have time to get granular to fix it, we will.
demonstarr has been dissecting the client when he has time but hasn't felt like finishing it off yet because he's had other stuff going on he cares more about
https://github.com/EQEmu/Server/issues/308
demonstar55
05-08-2017, 05:33 PM
Again, this is a known issue, so it doesn't do any good to ponder why it seems normal for some and not for others.
When we have time to get granular to fix it, we will.
demonstarr has been dissecting the client when he has time but hasn't felt like finishing it off yet because he's had other stuff going on he cares more about
https://github.com/EQEmu/Server/issues/308
I can gather no more details from the client :P I have to go find time to sit down and watch packets on live, which is a bummer, but I will get around to it.
Kikinaak
05-08-2017, 07:31 PM
Aye but thats the thing Akka (BTW, much thanks for your installer, I wouldnt have gotten a server up for me and my buds otherwise)
This doesnt seem to me to be a client side issue, as both versions of the client have the issue (anyone still using titanium chime in for confirmation here?). Now I've no working knowledge of the packet system so someone smack me if I've got this wrong but, it seems to me its the server that decides how often an item is consumed and then updates the client accordingly, telling it "that rat sandwich just got eaten, remove it from inventory"
If its a case of the hunger value being out of range I've seen mentioned in another thread, it could throw the calculations way off for the delay between eating. Being more full than possible could cause the delay to go negative, capped to a minimum, making someone eat like Gabriel Iglesias. On the other hand, being hungrier than possible could calculate an eating delay so great that it appears indefinite. People are reporting both. Has anyone running these tests tried stuffing their characters face with a stack of rations before letting it run? Does sitting idle or active playing make a difference? Dying for instance, does it properly reset hunger? What about when the toon is handed off to another zone server? If I'm even close on this, fixing it could be as simple as a basic sanity check on the variable.
If the code and binaries are identical between servers, then you gotta consider the hardware. How do multicores and threading affect the routines that figure timing on consumption?
Akkadius
05-08-2017, 07:33 PM
You're not reading me correctly.
We have ways of looking at client pseudo code to get an idea of what client food consumption rates should look like. Sometimes we have to go on Live and do packet captures to get an idea of how things work correctly.
I'm far aware it's a server issue, I posted the issue 2 years ago.
Again, we'll fix it when someone feels like fixing it, it's not a super complex issue
demonstar55
05-08-2017, 09:20 PM
I have to figure out decay rates basically. I know when the client auto-eats and how often it auto-eats, but it depends on decay rates which are server controlled from what I can tell. Which means I have sit down and record hunger values and when they change and how often they change. I've been working on other projects and playing :P
ChaosSlayerZ
05-09-2017, 10:11 AM
There was a rule to disable feeding completely, right? Make your char always full?
PS
I was never fan of how SOE implemented the food - its was unneeded burden on a bag slot ;)
Kikinaak
05-10-2017, 06:50 AM
I have to figure out decay rates basically. I know when the client auto-eats and how often it auto-eats, but it depends on decay rates which are server controlled from what I can tell. Which means I have sit down and record hunger values and when they change and how often they change. I've been working on other projects and playing :P
Ah, there was my confusion. Now its actually moreso. Why would they let the client decide when to eat? That seems an easy target for an anti-hunger hack on live.
joligario
05-10-2017, 09:19 AM
Ah, there was my confusion. Now its actually moreso. Why would they let the client decide when to eat? That seems an easy target for an anti-hunger hack on live.
The server still knows your hunger and thirst levels.
Fridgecritter
06-29-2017, 12:24 PM
So is there a way to disable eating of food altogether? Someone else asked this but there was no answer. So new servers are just dealing with this and people are consuming food super fast? I just used Akkas installer on my laptop and it does the same thing as reported here. ALso, I used the same installer about a year ago (after this was reported in 2014 by Akka) and it didn't have this problem.
Fridgecritter
06-29-2017, 01:12 PM
[EDIT: Nevermind I see it was caused by getting rid of blob in the DB] Also, in the meantime while it's being worked on, what revision of the server should we compile to avoid the issue?
kokey98
06-30-2017, 12:35 PM
ok so some definined variable increases as you eat.. larger it is, longer to wait before hungry, right?
there is a server rule that increases how much eating/drinking adds.. think i set mine to "5000" and i'm not sure if my toon ate a second piece of food in hours of playing. i was concerend about overflow so i didn't pick a ginormous number. have to look into how it's used in the code, how it's defined etc
at the very least you should be able to slow it down to the point almost never occurs.. concerns about stat food? add it to a vendor or something and cheap.. then no biggie if it's eaten.
no longer a wasted inventory slot, too :p
Fridgecritter
06-30-2017, 12:38 PM
Yeah that's the thing... those settings are not changing it, and this is already a known problem but it doesn't effect all server setups or clients for some reason. So I was more looking for a setting that turns eating off altogether. I don't think messing with the code before compiling will be good because there's other things that mess with eating.
Indev
09-16-2017, 03:12 PM
This is happening to my Human and Iksar characters across all kinds of servers here, legit and custom. Emu servers are just unplayable now for me, and started in the recent past.
Using RoF1 and RoF2 clients and standard MQ2 binaries (non cheat)
Fridgecritter
09-16-2017, 03:25 PM
I guess I should have posted here after I fixed mine. Well, that is to say, I did a work around for it. The kobold skull charm you get from tutorial, I just added a focus effect to it that gets rid of hunger. Then I put the skull charm on a vendor in pok for those who leveled out of tutorial.
Akkadius
09-17-2017, 01:48 AM
This is happening to my Human and Iksar characters across all kinds of servers here, legit and custom. Emu servers are just unplayable now for me, and started in the recent past.
Using RoF1 and RoF2 clients and standard MQ2 binaries (non cheat)
Emulator servers are unplayable because of food consumption? That is a little dramatic
Indev
09-17-2017, 04:31 AM
Hyper food consumption; and the related chat spam, loss of stat food bonuses, ingame replacement costs thereof, and the related character regen oddities...
Listing our clients, affected races, and noting that this is indeed a recent occurrence was my attempt to be helpful to whichever dev is able to look at this. I would write better, more complete bug reports if time allowed. Not supposed to be anything dramatic about it; it is simply a new and extremely annoying 'bug' for me and my family and we've played here on and off for about ten years.
Cheers
Akkadius
09-17-2017, 10:48 AM
Here you go, spent a decent amount of time on it for you this morning
https://github.com/EQEmu/Server/commit/e88cd61097ff92be7cca4836866360416a4927e0
Pull the latest binaries down via eqemu_server.pl script
https://cdn.discordapp.com/attachments/264677871484796928/358995452290662400/unknown.png
Toony
09-17-2017, 05:05 PM
Thanks Akka, certainly was playable though, thanks just the same.
jakalecax
09-17-2017, 10:57 PM
"Thank You" just seems so disingenuous, even though it is truly heartfelt. We liked fusion's workaround, but of course this is soooo much better for everyone.
Thank You, Akka
demonstar55
09-19-2017, 12:54 AM
Okay, I sat down on live and figured out the a few things I couldn't figure out from client analysis.
I still need to look into negative effects, which despite what every one says, still exist on live! Although I think client analysis will tell me these details.
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