I'm not sure how this should work, but in my case Zeta returns a value (for example, Invalid) that is different from what Adv returns (and is stored in the ExplorationGrid). This leads to the fact that every 200 ms the bot re-create the grid. Bot wildly slows down, generates megabytes of logs in a few seconds and the game crashes.
в Trinity.Components.Adventurer.Game.Exploration.Grid`1.Update(ISceneData newSceneData) в W:\DB\Plugins\Trinity\Components\Adventurer\Game\Exploration\Grid.cs:строка 61
в Trinity.Modules.SceneStorage.Update() в W:\DB\Plugins\Trinity\Modules\SceneStorage.cs:строка 144
в Trinity.Modules.GridEnricher.UpdateGrid() в W:\DB\Plugins\Trinity\Modules\GridEnricher.cs:строка 87
в Trinity.Modules.GridEnricher.OnPulse() в W:\DB\Plugins\Trinity\Modules\GridEnricher.cs:строка 73
I'm not sure how this should work, but in my case Zeta returns a value (for example, Invalid) that is different from what Adv returns (and is stored in the ExplorationGrid). This leads to the fact that every 200 ms the bot re-create the grid. Bot wildly slows down, generates megabytes of logs in a few seconds and the game crashes.
https://github.com/BosslandGmbH/Trinity/blob/master/Modules/GridEnricher.cs
https://github.com/BosslandGmbH/Trinity/blob/master/Components/Adventurer/Game/Exploration/ExplorationGrid.cs
public static ExplorationGrid Instance => GetWorldGrid(AdvDia.CurrentWorldDynamicId);