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Updated: | 07-26-12 05:44 PM |
Created: | 09-30-11 06:03 PM |
Downloads: | 5,122 |
Favorites: | 5 |
MD5: |
File Name |
Version |
Size |
Author |
Date |
v1.1.1 |
11kB |
Snarty |
02-25-12 01:58 PM |
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v1.0.0 |
6kB |
Snarty |
10-07-11 03:21 PM |
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v0.0.4 Beta |
3kB |
Snarty |
10-04-11 03:58 PM |
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v0.03 Beta |
3kB |
Snarty |
10-02-11 04:53 AM |
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v0.02 Beta |
3kB |
Snarty |
10-01-11 06:07 PM |
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v0.01 Beta |
2kB |
Snarty |
09-30-11 06:03 PM |
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Snarty |
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Plans to update?
Are you planning to update this library for the upcoming 2.4 patch? Would be extremely helpful and much appreciated.
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Solsis00 |
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Re: Re: Bug when group members leave
Quote:
You can see the change on: http://git.riftui.com/?a=commitdiff&...222ae5417c109a It fixes the issue for me in the short term ![]() Look forward to seeing what you do with SRM_UnitAvailable stuff, as I'd quite like to avoid having to reproduce this code in some form for my own tracking of the group.
Last edited by Mere : 04-01-12 at 09:02 AM.
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Mere |
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Just a quick note. Within 5 seconds of looking at the first function (SRM_UnitAvailable), I'll be reducing it to a single loop. Looks like I bolted pets on after and never really integrated it. Should be a far less expensive CPU method than the current one, which leads me to thinking there will be some more like that.
Well, this should be a fun little tidy up. |
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Snarty |
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Re: Bug when group members leave
Hiya Mere.
Nice find on that. I think you may have stumbled upon the issue I was having with it sometimes losing track of combat states. As, if this first event list were true it'd never take Tirla out of combat (if in combat when they left/got kicked). Since I currently have KBM running an alpha pause right now to establish stability, I think I'm going to look over that entire engine to be honest. It was the first thing I wrote pretty much in Lua, learned a bit since that point. Anyhow, any changes I make won't effect existing addons since I won't make a change which breaks KBM, which uses the entire library. It's just about time for an optimization and extra layer of stability and plug that hole you found. |
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Snarty |
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Bug when group members leave
Hi Snarty,
I've been using your raid manager for tracking group membership. It appears that there's a logic bug when people leave the group. I've a group of 3 members, and the player who is "group01" leaves the group, then the libunitchange events fire for all 3. This fires off the code in Unit:Change(). However, the raid manager doesn't pickup that the player who was group01 has left the group. This happens when anyone leaves, and the code shuffles the players up. An example sequence is: (MHF is my addon trying to consume the events) 11:55:42: [Tirla] has left the partyIn this sequence, the raid manager never removes Tirla (the original group01 member) (MHF compensates) but eventually when everyone leaves the group, the raid manager doesn't detect that has occured, because it never processes that Tirla left the group. To fix this I've taken the code that handles a normal removal from the group, and made it a seperate function. I can then call it from before we overwrite the player in group01, and so be sure that the player is either still in the group but also moving, or that they've left the group. This has the nice effect that I can now be certain that all the group leave events occur, rather than having to guess that if the group change event overwrites an existing unitId that unitId has left the group. This change makes the event sequence appear as: 12:27:09: [Tirla] has left the partyDo you want me to send over a patch? or is my description of the bug good enough? Thanks, Mere |
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Mere |
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Quote:
I'll possibly add it so LibSRM.Group.Inspect() returns data, just a tough call, it could quite possibly break existing addons, with several already using the Lib. The commands are just an extension of the message system, which is the key to the lib, so that you never have to register directly to Unit.Add/Unit.Remove. |
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Snarty |
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Forum posts: 0
File comments: 1
Uploads: 0
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Is there any particular reason for the unconventional jump from 0 to 2 in LibSRM.GroupCount()? Couldn't it simply return 1 (since while ungrouped, there's technically 1 person in the group). It would also make it easier to iterate through the group without having the check whether the player is currently grouped or not.
Also, LibSRM.Group.Inspect() returns nil for the UID when the player isn't in a party, is this expected behahviour? Thank you for sharing this, it looks like it provides some handy functionality!
Last edited by reilwin : 10-26-11 at 02:17 AM.
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reilwin |
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