Lets refine the question…
I’m using a scenery with a “ladder” Target Selection sequence. The interaction reaches the 1st step of the ladder:
1 - Target Selection using “VQ001 - AGENT001”: TARGET001 is free ? - Yes: Distribute call to target.
- No: Let’s try another target.
2 - Target Selection using “VQ001 - AGENT002”: TARGET002 is free ? - Yes: Distribute call to target.
- No: Let’s try another target.
3 - Target Selection using “VQ001 - AGENT003”: TARGET003 is free ? - Yes: Distribute call to target.
- No: Let’s try another target.
4 - SelectDN “VQ001 - AGENTGROUP” and stay in queue till 1st Agent free.
This causes each interaction to generate both CallEntered and CallCleared events each failed Select Target, so in case first three steps are negative I’ll have 4 CallEntered and 3 CallCleared events on VQ001 Stats…
There’s a way to avoid this ?
EDIT
Was thinking about a “check if the agentid is in ready state before continuing” function, but no idea about how to.
EDIT
Tracing strategy using IRD visual trace, I can see there are times the interaction does not comes out from the Target Selection block, in wich conditions this may happen ?