Thank you very much Nebula! :D
I added Defibrillate (Goblin Jumper Cables XL) and Defibrillate (Gnomish Army Knife) as those are different spells on some non enUS clients.
I am adding SetHeight and SetWidth to the bars as user options. Also, making sure the guessed resses code is dead and completely non-functional during combat if the user does not want to see combat casts.
Still getting more res alerts from other people with SmartRes1 than r153/r154 SR2 out of combat.
And the new busy-body "Popup dialog warning of lower version for LibResComm" feature doesn't work properly. Running r51 of LibResComm-1.0 with both SmartRes2 & ShadowedUF_Resurrect here. Yet logging on, get the "...please update..." popup consistently. Which is wrong.
That really shouldn't be needed anyway. If the version of LibResComm-1.0 you want to use is properly packaged with SR2, that version will get loaded instead of older versions that may be included other mods. At least, should be; so there are no issues. Its how libraries normally work.
Do you have the guessed resses turned on? It is off by default. Strange that the popup gave you incorrect information. I tested the latest beta and r51, and got the message with the former, and not the latter.
You could poke at the code if you like; don't think there is anything that was missed in order to pick up additional casts, but you can check.
BTW, the latest beta of LRC does not have a Version field. Shouldn't matter, however. Have you tried running just SmartRes2, rather than both at the same time? There might be a conflict.
The popup happens with LRC r51...with the other mod loading + SR2 r155, with SR2 r155 and a standard mod load and with SR2 r155 alone with no other mods at all loading.
Don't know what you mean by "the beta". LRC had a release with r47; everything since then has been an alpha; no beta. And yes, it has version/revision fields on lines 3 + 11-20.
Fixed the version popup. It was using GetAddOnMetadata to get the version, so unless the user had LRC loading disembedded, the version would always be nil. I don't really see the point of the popup, though, do people still run in a totally disembedded environment? Pretty silly.
As far as SR1 vs SR2, the casting detection code looks rather similar now (functionally the same), so it would be awkward if they didn't pick up the same casts.
I was looking at the code for the UNIT_SPELLCAST_* and ResComm_* events, and somewhere my brain went "Wouldn't some of this be slimmed down if I used the ResComm:IsUnitBeingRessed(name, resser) API" mentioned on the LibResComm page? rabbit added the resser return in an update. Check that API instead of passing variables to functions is what I mean.
r46 | rabbit | 2009-04-07 11:40:09 +0000 (Tue, 07 Apr 2009) | 1 line
Changed paths:
M /trunk/LibResComm-1.0.lua Return the resser as a second return from :IsUnitBeingRessed
I was looking at the code for the UNIT_SPELLCAST_* and ResComm_* events, and somewhere my brain went "Wouldn't some of this be slimmed down if I used the ResComm:IsUnitBeingRessed(name, resser) API" mentioned on the LibResComm page? rabbit added the resser return in an update. Check that API instead of passing variables to functions is what I mean.
IsUnitBeingRessed just checks LRC's internal registry, which is built with player and comm events. The callbacks contain the same info, so I'm not sure what you would change.
There wasn't anything posted, so I tagged the latest Beta. In a fluke of timing, I got to raid tonight, and in another fluke, one of my guildies forgot to turn on SR2. That revealed something interesting, and unintended. I saw his casts, but when I pressed the auto res key, even though his cast was almost finished, mine started on the same target. Naturally, my cast went collision, but the logic still picked the same target.
Too tired from my trip, but I will look into the logic bug. I know it has to be something more than ResComm:IsUnitBeingRessed(unit) as that check works fine; this is something to do with the guessed resses.
Yes, something in the logic...isn't logical, Spock. I haven't noticed odd issues yet, but am not using the autocast keybind; just the standard target-then-click-res-icon-on-spellbar.
One thing for sure: the new Super Guesstimator feature is certainly picking up many (many) more reses than SR2 used to here. It pretty much aligns with what SR1 picks up, so is looking good for the future.
But due to habit over time, I have refused to bind a primary play functionality into a keybind/action button hooked into a mod, with the single exception of Clique currently. Due to the fact mods can bug/break/etc. over time, you can spend 10 minutes apologizing for the fact its taking you 5 times longer than expected resing someone while you rebind things ;).
The smart resing keybind feature is great, but the mod hasn't been stable enough to consider switching to doing that here yet.
I thought about it, and with changes to Hunters (no more Mana) and other things, I changed my mind about version checking, and thus added it. Version checking can be controlled by the user by turning it off in the Chat Options tab. It will not:
Check during combat
Blast you multiple times as Party and Raid membership changes
Be obnoxious, and when turned off, it is off. Spray cheese included
Pick up versions from Party/Raid members who use versions older than r160
Next up is testing on Cataclysm Beta, but that's later tonight.
AFAIK, SR2 works fine on Cataclysm, especially after the changes to LibResComm-1.0. Since my last update, I have nerfed some of the frequency of the version check callbacks, and added some more "spray cheese" for all of you.
Gearing up to support visible bars for Mass Resurrection. No point in using the addon comms for that, or a "smart" button, but it would be nice to see the bars.
I will be putting in a user defined (default 10) amount of bars that are visible, with ranges between 1-39. Why 39? Because the max is 40 people in a raid, and if only one person is alive, then there are a maximum 39 bars for "short, dead, dudes."
Part of the gear up was reviewing the existing code. I found some typos that, like LibResComm-1.0, mysteriously did not break functionality. Fixed those. Also, a lot of reducing global namespace clutter. Part of that including hard-embedding LibVersionCheck-1.0, which I have modified.
I like what Greltok has done, but since I caught flak for even having version checks, I thought it best to nerf some of the potential spam in his lib. Not wanting to crush his toes, I cloned his repo and made a fair number of changes, most importantly bundling ChatThrottleLib into the lib.
Yes, I know people might want to block or spoof the versioning of SmartRes2, but seriously, what is the point of that? It isn't like there is mass quantities of data being sent, and it is better to be notified of upgrades. Sure, most of the people reading these boards will check for updates regularly, but the vast, vast majority of WoW players only update addons when stuff breaks or they are told to update. I have put the version checking in for those people, who far outnumber us on WowAce and CurseForge.
TO DO:
Got a request to split chat and whisper messages to res target so you can send both. I didn't put this in because I saw it as overkill and redundant, but whatever, people want it
Set number of visible bars as user definable
Check for Mass Res and show bars
Still need to make my Options a separate file so the main file is easier to read, especially in the OnInit() function
Rollback Post to RevisionRollBack
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I added Defibrillate (Goblin Jumper Cables XL) and Defibrillate (Gnomish Army Knife) as those are different spells on some non enUS clients.
And the new busy-body "Popup dialog warning of lower version for LibResComm" feature doesn't work properly. Running r51 of LibResComm-1.0 with both SmartRes2 & ShadowedUF_Resurrect here. Yet logging on, get the "...please update..." popup consistently. Which is wrong.
That really shouldn't be needed anyway. If the version of LibResComm-1.0 you want to use is properly packaged with SR2, that version will get loaded instead of older versions that may be included other mods. At least, should be; so there are no issues. Its how libraries normally work.
You could poke at the code if you like; don't think there is anything that was missed in order to pick up additional casts, but you can check.
Don't know what you mean by "the beta". LRC had a release with r47; everything since then has been an alpha; no beta. And yes, it has version/revision fields on lines 3 + 11-20.
I vote to just get rid of the popup.
Didn't realize it was switchable instead of on all the time. Will turn on and try again.
As far as SR1 vs SR2, the casting detection code looks rather similar now (functionally the same), so it would be awkward if they didn't pick up the same casts.
I was looking at the code for the UNIT_SPELLCAST_* and ResComm_* events, and somewhere my brain went "Wouldn't some of this be slimmed down if I used the ResComm:IsUnitBeingRessed(name, resser) API" mentioned on the LibResComm page? rabbit added the resser return in an update. Check that API instead of passing variables to functions is what I mean.
IsUnitBeingRessed just checks LRC's internal registry, which is built with player and comm events. The callbacks contain the same info, so I'm not sure what you would change.
Assuming there is anything, if it isn't fixed by someone else in the meantime, I will look into it when I get back.
Too tired from my trip, but I will look into the logic bug. I know it has to be something more than ResComm:IsUnitBeingRessed(unit) as that check works fine; this is something to do with the guessed resses.
One thing for sure: the new Super Guesstimator feature is certainly picking up many (many) more reses than SR2 used to here. It pretty much aligns with what SR1 picks up, so is looking good for the future.
GL with the logic.
That way you can still click a button if you want, and it uses the logic (um...) to pick an appropriate target.
But due to habit over time, I have refused to bind a primary play functionality into a keybind/action button hooked into a mod, with the single exception of Clique currently. Due to the fact mods can bug/break/etc. over time, you can spend 10 minutes apologizing for the fact its taking you 5 times longer than expected resing someone while you rebind things ;).
The smart resing keybind feature is great, but the mod hasn't been stable enough to consider switching to doing that here yet.
I will be putting in a user defined (default 10) amount of bars that are visible, with ranges between 1-39. Why 39? Because the max is 40 people in a raid, and if only one person is alive, then there are a maximum 39 bars for "short, dead, dudes."
Part of the gear up was reviewing the existing code. I found some typos that, like LibResComm-1.0, mysteriously did not break functionality. Fixed those. Also, a lot of reducing global namespace clutter. Part of that including hard-embedding LibVersionCheck-1.0, which I have modified.
I like what Greltok has done, but since I caught flak for even having version checks, I thought it best to nerf some of the potential spam in his lib. Not wanting to crush his toes, I cloned his repo and made a fair number of changes, most importantly bundling ChatThrottleLib into the lib.
Yes, I know people might want to block or spoof the versioning of SmartRes2, but seriously, what is the point of that? It isn't like there is mass quantities of data being sent, and it is better to be notified of upgrades. Sure, most of the people reading these boards will check for updates regularly, but the vast, vast majority of WoW players only update addons when stuff breaks or they are told to update. I have put the version checking in for those people, who far outnumber us on WowAce and CurseForge.
TO DO: