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Compatibility: | Update 6 (1.6.5) |
Updated: | 03/14/15 09:50 AM |
Created: | 04/09/14 02:05 PM |
Monthly downloads: | 58 |
Total downloads: | 17,617 |
Favorites: | 63 |
MD5: | |
Categories: | Discontinued & Outdated, Graphic UI Mods, Info, Plug-in Bars, Utility Mods |
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3.32 |
39kB |
GetBackYouPansy |
11/06/14 06:24 AM |
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Rashy |
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09/14/14, 08:20 AM | ||
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09/11/14, 07:36 PM | |
Forum posts: 1
File comments: 34
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Timer issues are back with 1 character.
I log him in (fresh PL_Timers.lua), do a /script to dump the timer data. I see correct numbers duration = 2211840 remaining = 1506508 timerstamp = 1410484183 I then log out, and I see this in the saved variables for the same entry. duration = 2764800 remaining = 2059422 timerstamp = 1410484229 I've deleted the PL_Timers.lua, 2x now and only logged in this character with similar results. Not sure if it matters at this point, but I'm logged out in a VR zone. Gave it a few minutes, and wanted to again see if we could rule out the VR Zone being the issue (I happen to have just started a new VR Zone, Rivenspire) Knowing the values were still incorrect in my saved variables, I logged in and ported to a non-VR zone, did a /script dump of the timers, looked good. Logged out of the game completely. Checked saved variables and they look similar to the dump (they're good ) Ok...lets see if I can recreate this...good data in the saved variables, I log back in real quick, ported the character back to Rivenspire (VR Zone), dumped the timers, they looked good. Logged out of the game completely. Checked the saved variables and they're off again. Similar to what you're seeing above with the duration increasing back to 2764800 when it should be 2211840. No idea what's going on. Everything always looks fine in the game until I log out. |
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Rashy |
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09/11/14, 03:01 PM | |
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Yes.
General note: I've ported combat indicator to LAM 2.0 so now that goes into testing and I will release the two of them sometime over the weekend hopefully.
Last edited by GetBackYouPansy : 09/11/14 at 05:04 PM.
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09/10/14, 05:38 PM | |
Forum posts: 1
File comments: 34
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Thanks for all your work
(BTW, I'm guessing you might be on the EU servers?)
Last edited by Rashy : 09/10/14 at 05:44 PM.
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09/10/14, 04:43 PM | |
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OK please do
I have an update in the works with a couple of minor changes in it, most notably upgrading to LibAddonMenu-2, putting the active char first and making the red/amber times configurable. I need to port CombatIndicator over to LAM 2.0 as well, then I can release |
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09/10/14, 09:11 AM | |
Forum posts: 1
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Well....
I actually haven't seen any bad timers in a couple of days now. I tried logging in and out (back to the character screen and sometimes all the way out) of several different characters to see if I could somehow trigger this bug, but no luck I even went as far as trying the checklist of items you suggested with a clean saved variables file and no luck re-creating it either. I'll keep my eyes open to see if it rears its head again. |
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Rashy |
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09/09/14, 03:45 PM | |
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thanks for pointing it out
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09/09/14, 12:56 PM | |
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Haven't had much time to do some testing, but I'll will do it soon!
Meanwhile..while looking over your code, I noticed this... Code:
function PL_Timers:Initialise() self:InitialisePools() self.timerData = {} self.activeCharacter = false self.updates = 0 self.timerData = {} self.currentAlarms = {} self.slotUsage = {} self.renderList = {} self.gracePeriod = false EVENT_MANAGER:RegisterForEvent(PL_Timers.name .. "OnPlayerActivated", EVENT_PLAYER_ACTIVATED, function(...) self:OnPlayerActivated(...) end) EVENT_MANAGER:RegisterForEvent(PL_Timers.name .. "OnPlayerDectivated", EVENT_PLAYER_DEACTIVATED, function(...) self:OnPlayerDeactivated(...) end) Just an FYI |
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09/08/14, 11:56 AM | |
Forum posts: 1
File comments: 34
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Yours is the only research related addon I run. Run it on 2 characters, have it disabled on a 3rd.
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09/08/14, 11:24 AM | |
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AFAIK the only way to do that is to put it into a saved variable, which is a bit more code than it's convenient to do with /script.
BTW have you disabled any other addons that are research-related?
Last edited by GetBackYouPansy : 09/08/14 at 11:35 AM.
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09/07/14, 08:17 PM | |
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Quick question, I'll try all this later tonight or tomorrow.
Is there a way to redirect output of a script to a text file instead of the chat window? |
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09/07/14, 04:23 PM | |
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Can you try this? It's a bit long-winded, sorry:
* Delete saved vars * Start game * Log in as Char X (timers will appear and be correct) * Dump the timer data with /script, record the duration, remaining and timestamp for one of the timers (doesn't matter which, just one that you know will end up wrong later). * Sanity check: those times should be consistent with the timer you saw on login. * Log out to character selection (leave the game open) * Saved vars file should have appeared, grab the same three values from the same timer, I expect them to be about the same * Log in as Character Y * Sanity check: Saved vars file should not have changed * Timers displayed for X are correct? * Dump timerData again, grab the values for the chosen timer * Log out to character select * Saved vars file should have updated. Timer data for Y will have been added (if any). Timer data for X should NOT change. * Log back in as X, again sanity check that saved vars don't change * Dump timerData, sanity check it matches displayed timers * Timers are correct * Log out * Sanity check: saved vars file updated (new times, which are consistent with timers display in game), only X's data should change * Log in as Y * At this point timers start appearing incorrectly? * Sample the timer data and saved vars again. Hopefully that is the minimal case to reproduce this now, in which case I'd be interested to know the duration, remaining and timestamp from each time they were sampled in-game or from the saved vars. The basic procedure from here is start from nothing then work out at which point the problem first appears by sampling the saved vars and ingame vars at each point along the way. I'm still failing to reproduce this locally so I only have your data to go on, which is frustrating as I want this 'bug' gone now
Last edited by GetBackYouPansy : 09/07/14 at 04:30 PM.
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09/07/14, 02:43 PM | |
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OK...
Logged on to Character X, timers all looked correct. Remember, the problem is always with what other characters see on the timers. A character always sees their timers correctly. Logged over to Character Y. Character X's timers were off. (both characters are in a VR Zone BTW). I open up the saved variables in Notepad++ and I noticed the values for the duration are higher than they should be. So clearly what I'm seeing on the screen is a result of that. I log back over to Character X. I run the script to dump the PL_Timers.timerdata. All the data values (including the duration) are correct in the dump to the chat window. Just to test an idea. I manually change the duration for one of the entries for Character X in the saved variables file and save the file. I log out of the game to allow the game to update the saved variables file with the data I just saw when I dumped the timerdata. Notepad++ reloads the file and the duration is back to the incorrect value. Something is happening that is causing the data for the duration to be altered just before its written to file. The reason I changed the value in the file prior to logging out was to make sure it wasn't simply old data not being overwritten for the one particular value. The incorrect duration value is +20% what it should be in the saved variables.
Last edited by Rashy : 09/07/14 at 02:47 PM.
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