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12/26/15, 10:48 PM   #2
circonian
AddOn Author - Click to view addons
Join Date: May 2014
Posts: 613
This probably isn't very helpful, but here is a snippet I found in the lua files. It looks like they call a delay when a unit is created (or destroyed) and then call self:BuildMasterList() to rebuild all of the group data from scratch. So whatever is causing it, this is probably a known issue. They do the same when a unit is destroyed.

ZO_GroupList_Manager.lua

Lua Code:
  1. function ZO_GroupList_Manager:RegisterForEvents()
  2.     --  During group invitation, we can receive a lot of event spam at once on a single invite when the
  3.      -- involved players are at the same location. Add a delay so we only refresh once in cases like this.
  4.     local function DelayedRefreshData()
  5.         self.delayedRebuildCounter = self.delayedRebuildCounter - 1
  6.         if self.delayedRebuildCounter == 0 then
  7.             self:RefreshData()
  8.         end
  9.     end
  10.  
  11.     local function RegisterDelayedRefresh()
  12.         self.delayedRebuildCounter = self.delayedRebuildCounter + 1
  13.         zo_callLater(DelayedRefreshData, 50)
  14.     end
  15.  
  16.   ...
  17. end
  18.  
  19. EVENT_MANAGER:RegisterForEvent("ZO_GroupList_OnUnitCreated", EVENT_UNIT_CREATED, RegisterDelayedRefreshOnUnitEvent)
  20. EVENT_MANAGER:RegisterForEvent("ZO_GroupList_OnUnitDestroyed", EVENT_UNIT_DESTROYED, RegisterDelayedRefreshOnUnitEvent)
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