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Important issue with missed_count #2405
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I believe what is happening is Niantic removed those new spawn points ... the scanner is trying to find those spawn timers (TTH) for spawn points that don't exist anymore and that is causing the problem. |
No, like I wrote: These Spawnpoints are still in the game. |
There definitely is something wrong. I did see what @dongemus said - there were new spawn points that seemingly disappeared again after roughly 24 hours. I'm seeing the same issue as @urinella since after this whole mystery spawn point event, though. I did a -cd at about 2017-12-20 15:00 UTC (yesterday, 16 hours ago as of the time of this comment), with completely fresh accounts because I thought my database was messed up from those spawn points, getting a lot of missed_count in the db. However the -cd did not help one bit with the missed_count: right now, I'm at a total of 8187 spawn points in my database. Of those, 974 have a missed_count > 0 (that's 12%, 16 hours into a completely fresh database), 525 are at missed_count = 1 and 163 got missed_count > 5. There is something strange going on because I've never seen any missed_count ever, outside of event spawns shutting down or blinded accounts. I didn't check anything against real-game sightings or watch the issue any further so I can't comment on @urinella 's further observations. |
It is a bug caused by #2339 jittered location update. By jittering location spawnpoints are randomly assigned to wrong scannedlocation. |
I did another -cd setting the POGOMAP_NO_JITTER env variable following @Tomakava 's recommendation and about two hours in, I'm not seeing any issues like I did before. On the last run I already had a 3-digit number of spawn points with missed_count > 0 after 2 hours, so I'll say my issue indeed was caused by the jitter update. |
@Tomakava Can you elaborate on that? |
@Tomakava This did not solve the problem. I did a rescan and I'm on 80+ missed_count after a few minutes. This bug is much deeper in RM and speed scan. Most usual users don't notice this bug because they have no clue about the DB and data. |
In my case just after updating to this PR I got huge number of "has no Pokemon" errors. After disabling jittering once again everything is running smooth. Just a couple of missed_count from 14K spawnpoints. Now I am doing small scale testing with 1 worker st 3 hex scan and I definitely can replicate this problem. After scanning for about half an hour I start to see spawnpoints assigned more than 70 meters form step location. And with this PR reverted it never happened for several hours. And I am now almost certain that problem is in this line: api.set_position(*scan_coords) |
@Tomakava that makes sense, the jittered location was only used to get the cell ids to request and to send the inside the gmo message but not for positioning the envelope request so efectively maybe we never had jittering working 😄 |
I don't know if #2406 fixed this problem. Maybe a problem with this (nobody mentioned here before)
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@sebastienvercammen Yes with jitter disabled, newest update. Losing more and more spawns every day. |
@urinella have you cleared database or at least scanspawnpoint table after disabling jittering? Without clearing this table disabling jittering does not fix this problem, because wrong spawnpoint associations are persisted in database. |
@Tomakava So I just finished a new scan and cleared all s* tables. Is it possible that Niantic is permanently removing spawnpoints after stops are deleted? Right after the inital scan I have spawnpoints where last_scanned was yesterday. |
Update: So for me missed_count is is not working correct even with diabled jittering. If no one else have this problem I cannot explain whats the error here. |
@urinella The follow-up in this issue has been a bit slow on Github, but we've been keeping track of help requests and I've looked around for people with the same issue. Unfortunately, I honestly haven't been able to find anyone. Before the jitter rework, there were tons of people with the issue. With jitter disabled, I can find no one besides you. And we've tried everything: from existing databases to new setups, all get a handful of disabled spawns eventually (missed_count > 5) until that number is fixed at a certain point and no longer increases. Similar to the 43 you mentioned. After that, no increase until Niantic changes the spawnpoints. We'll keep this issue open, perhaps more people with the same problem can find the thread and jump in. |
I had the issue with jitter enabled also. Disabling it helped alot but I don't know if this will affect lifespan of the workers. |
@ftrueck With the already short lifespan of accounts, we've run some tests and disabling jitter did not extend their lifetime. If, in the future, API usage is undetectable and it comes down to humanization, then we might need to enable it again. |
Yesterday I did a -cd because of new spawnpoints were added. Today I looked into the DB and noticed that a lot of spawnpoints are not scanned again ~ 1 hour after starting the initial scan. The missed_count was up to 60 per spawnpoint but they still exist in the game.
Here is a picture. I started the init scan at 09:00 and last_scanned was already 1 hour later.
I think after > 5 missed_count the spawnpoint is skipped.
I also noticed that a missed_count is added in the following situation:
Edit:
Here is another picture right after setting missed_count to 0 and scanner restarted. As you can see valid spawns get missed_count too: Time: 07:32:34
And this is after ~ 20 minutes: Legit spawns scanned minutes ago have a count of 8... Time: 07:53:00
This is a huge bug inside the speed-scanner.
Expected Behavior
RM scans all spawnpoints.
Current Behavior
RM is skipping a lot of valid spawnpoints. (See introduction text)
Possible Solution
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