Bot nav reroute storm: fleets wedge permanently at gate/door hotspots (Al Kharid toll gate + 2 more) #174

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opened 2026-07-19 11:41:40 +00:00 by sickday · 0 comments
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Bot navigation is generating a continuous reroute storm: dozens of bots get permanently wedged at a handful of tiles and loop stuck -> rerouting (1/3..3/3) -> 3 reroutes failed -> recovering forever. On a fresh boot with the standard ~500 persisted bots, the file log accumulated ~13,000 Nav warnings in ~35 minutes, and the same three tiles account for nearly all of them:

  • (3267,3220) — just south of the Al Kharid toll gate
  • (3257,3173) — Lumbridge/Al Kharid boundary area
  • (2936,3355) — near Goblin Village / north Falador path

Impact: constant pathfinding churn (every stuck bot re-runs A* + recovery repeatedly), log noise that drowns the console, and the affected bots contribute nothing while wedged. The recovering teleport doesn't break the loop — they path straight back into the same obstacle.

Suspected shape: all three hotspots look like door/gate-class obstacles the walker treats as traversable when planning but can't actually cross when walking (the toll gate is the clearest case — crossing requires the pay/open interaction, which bots never perform). If that's right, the fix is either routing-graph awareness of gate-class blockers (plan around them or invoke the interaction) or making stuck-recovery blacklist the failing waypoint instead of teleporting and retrying the identical route.

Repro: boot with the persisted fleet, watch the log for Nav[ warnings, or observe any gatherer whose route crosses the Al Kharid gate.

Likely related: NPC return-home walking can also wedge inside buildings (separate issue on the aggro/leash side) — if the shared cause is door-blindness in the walker, one fix may cover both.

Bot navigation is generating a continuous reroute storm: dozens of bots get permanently wedged at a handful of tiles and loop `stuck -> rerouting (1/3..3/3) -> 3 reroutes failed -> recovering` forever. On a fresh boot with the standard ~500 persisted bots, the file log accumulated ~13,000 Nav warnings in ~35 minutes, and the same three tiles account for nearly all of them: - `(3267,3220)` — just south of the Al Kharid toll gate - `(3257,3173)` — Lumbridge/Al Kharid boundary area - `(2936,3355)` — near Goblin Village / north Falador path Impact: constant pathfinding churn (every stuck bot re-runs A* + recovery repeatedly), log noise that drowns the console, and the affected bots contribute nothing while wedged. The `recovering` teleport doesn't break the loop — they path straight back into the same obstacle. Suspected shape: all three hotspots look like door/gate-class obstacles the walker treats as traversable when planning but can't actually cross when walking (the toll gate is the clearest case — crossing requires the pay/open interaction, which bots never perform). If that's right, the fix is either routing-graph awareness of gate-class blockers (plan around them or invoke the interaction) or making stuck-recovery blacklist the failing waypoint instead of teleporting and retrying the identical route. Repro: boot with the persisted fleet, watch the log for `Nav[` warnings, or observe any gatherer whose route crosses the Al Kharid gate. Likely related: NPC return-home walking can also wedge inside buildings (separate issue on the aggro/leash side) — if the shared cause is door-blindness in the walker, one fix may cover both.
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BlackLobster/Server#174
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