You can enable collection of data for NPCs who will then show up in the bar display and you can get a breakdown of the spell abilities like for a player.
You can enable collection of data for NPCs who will then show up in the bar display and you can get a breakdown of the spell abilities like for a player.
yes, but the sand traps, etc aren't attributed to any boss / npc, as far i know
Not likely going to add code for that. But the cleaner way to achieve what you want is to turn off the global data collection toggle inside recount rather than outright pause it.
Gotcha, thanks. I prefer to use slash commands when I can, but I'll keep this in mind.
On an unrelated note, I was getting the following often tonight during the Shek'zeer encounter. The gameplay would slow down, stutter, sometimes recover, and eventually lock up completely for several seconds. Finally the watchdog timer would go off, print the following, and then all would be well for another minute or so.
I've not looked at how :FindTargetedUnit is being called, or when, but I'd wager a cold cup of coffee that the repeated string concatenations are costing cycles.
14x Recount-v5.1.0b release\roster.lua:102: script ran too long
Recount-v5.1.0b release\roster.lua:102: in function "FindTargetedUnit"
Recount\Recount-v5.1.0b release.lua:930: in function "FindUnit"
Recount-v5.1.0b release\Tracker.lua:1133: in function "AddCurrentEvent"
Recount-v5.1.0b release\Tracker.lua:1959: in function "AddHealData"
Recount-v5.1.0b release\Tracker.lua:640: in function <Recount\Tracker.lua:620>
Recount-v5.1.0b release\Tracker.lua:1071: in function "?"
Ace3-Release-r1083\CallbackHandler-1.0\CallbackHandler-1.0-6.lua:147: in function <Ace3\CallbackHandler-1.0\CallbackHandler-1.0.lua:147>
<string>:"safecall Dispatcher[19]":4: in function <string>:"safecall Dispatcher[19]":4
<in C code>
<string>:"safecall Dispatcher[19]":13: in function "?"
Ace3-Release-r1083\CallbackHandler-1.0\CallbackHandler-1.0-6.lua:92: in function "Fire"
Ace3-Release-r1083\AceEvent-3.0\AceEvent-3.0-3.lua:120: in function <Ace3\AceEvent-3.0\AceEvent-3.0.lua:119>
Locals:
nil
Elsia, is there anything you can do about the super-annoying reset prompts in scenarios? I have both "Delete on New Group" and "Delete on New Raid" enabled, with confirmations for both. Every time I join a scenario, I get several back-to-back prompts to reset the data. During the scenario, I get prompts apparently at random, anywhere from 10 seconds to 5 minutes apart. At the end of the scenario I get several more back-to-back prompts, and then another prompt each time someone leaves the scenario before me. Ideally it should only prompt me once, when I enter the scenario.
@All: 5.3 version (toc bump) is out, including a minor monk guard absorb fix.
@Phanx: I'll look into it. I'm still traveling so won't be touching anything major for another week or so.
@Farmbuyer: I'll see if I can curb that problem. Thanks for reporting.
The latest commit fixes the issue Farmbuyer reported above. Recount would lose identification of cross-realm players and trigger rescan of all targets causing potential slowdown under certain circumstances. The fix should drastically improve performance in situations containing cross-realm combatants.
I've already tagged it for release, so people should be getting this version when they update.
I have also updated the RecountThreat module to be toc-current.
@Phanx: Still trying to reproduce. I get delete requests only at beginning and end of scenarios not otherwise. I have not experienced mid-scenario delete popups. Need more details to reproduce I guess.
Not sure if this has been covered before, but I like to use Recount as a tool for analyzing what I am doing and how effective I may or may not be running my rotation. As such, it would GREATLY benefit me if I could save the data from, say, a raid run and be able to recall it at a later date. Saving the data is trivial, but I DO realize that creating some i/o (to save and recall a file) may be an issue. If it CAN be done, it would be EXCELLENT (and would earn my undying gratitude)!
So the question is "Is there a way to do this?" I THINK I see a way, but want to confirm if it will do what I want... it IS kind of a pain, but gets me INTO the ballpark.
I find a .lua file (which seems to hold the data I want) at:
World of Warcraft/WTF/Account/<my.secret.account.number>/<my.secret.realm>/Brightbrown/SavedVariables/Recount.lua
Seems to me I can copy that file out (for something I want to save and recall later), then put it back in when I want to spend some time really going through it. I'm sure the "putting it back in" part needs be done with the game not running. One factor that may help my quest is to know how that file gets written to... i.e. is it always real time without needing logging out of the game for anything to happen (some applications don't properly close a file until the application is exited)?
I actually just put in a ticket because for many weeks now I am seeing that ONLY after running a LFR, getting out of the game, then going back in 100% will zero out Recounts stats... while I will always see it's last state if it has NO raid data in it. Tuesday I'll look closer at this file to see exactly when the data gets tossed.
For the game to write to disk the saved variables of any addon you need to logout or type /reloadui as a chat command to reload your user interface.
Then you can copy your saved variables out for backup and / or restore later.
To restore you would indeed need to be fully exited from the game or at least at the login prompt (not the character selection screen).
How about buff tracking in some small way, like just your own character? I'd like to see something like.
Dancing Steel 6
Bloodlust 1
Avenging Wrath 2
I recall you mentioning that buffs/debuffs would be to memory intensive but is this an all or nothing thing? Can we not just track one character instead of the whole raid?
Thanks for the reply. I don't understand what you mean by 'arbitrary individual units' though. I believe most players use Recount to analyze their own performance. Tracking buffs/debuffs on the player's character seems well within the scope.
Well, arbitrary means "based on individual discretion or judgment; not based on any objective distinction, perhaps even made at random" and individual (in context) means "single", so an arbitrary individual unit would be a single unit (such as "player") chosen by your personal preference.
Recount isn't designed to track, say, damage for all group members, healing only for priests, buffs only for Joebob, and dispels only by the player. It only has one set of filters, and tracks all data based on that set of filters. Adding a separate set of filters for every type of data collection would introduce a huge amount of complexity, and is not what Recount was designed for.
You can already track buffs and debuffs on your own character with Recount -- either enable that type of data collection for all of the units you have included in your filter settings, or disable all units except "player" in the filter settings and don't collect any type of data for anyone other than yourself.
If you want to apply a custom filter set to some type of data, you need a plugin.
Thanks Dridzt, yes I understand the writing to the file part! Mystifies me why only a raid run gets my Recount zeroed out to nothing... I know there are circumstances where it spits out WAY too many reset messages, I generally say NO to each of them.
UPDATE: This should prove helpful (assuming Recount data being wiped out without warning isn't by design!). Did the first ToT wing. Quit the game. It's lua file <World of Warcraft/WTF/Account/<secret acct num>/Durotan/Brightbrown/SavedVariables/Recount.lua> was very big, 48MB worth. Copied it to my desktop. Relaunched the game to see my Recount being empty. Quit the game, the file is now 4k.
Unless it is designed to do this (can't imagine why) there does seem to be a bug there. Remains to be seen if I copy the saved file back in, will it zero it again? Something tells me it will, as it SEEMS from what I've documented, it wipes it's data out (but ONLY for raid runs apparently). Almost, kinda, sorta like it has some issue reading a large file on game launch, so it zeroes it.
UPDATE2: As I suspected, I replaced the wiped file with the big one I saved out and on re-launching the game, it got wiped again.
I would like to know if this is by design, somehow I doubt it because normally, Recount does save it's data from launch to launch of the game. But it certainly does kill my desire to be able to go over the data in detail at some future time when I don't have as much to do in the game (i.e. like when I hit VP cap).
There is a limit to the size tables can grow before you get an error.
Don't quote me on the exact figure as I don't remember where we were discussing this (been a while) but I think it was around the 100mb mark.
It's possible Recount has code to clear out stored fights when the saved variables size gets overlarge.
Since it always pays to be cautious than to try get as close to the limit and have an error / lose all settings that might be around the 50mb mark.
There might also be a limit on the fight segments stored in options.
Did you check if there is such a setting, or even if you have it only keep boss segments or all fights?
It is very likely that what you are seeing here has nothing to do with Recount but rather is a behavior of WoW's reading saved variables. If the data loaded is too large is opts to return an empty table. This really isn't anything that Recount can address.
In general I would recommend resetting data before a raid, and making sure that some of the heaviest data collections (time-based data) are turned off.
I recommend only keeping boss segments and and perhaps lowering "Recorded Fights" setting to something low.
Ah, indeed... did the second wing and ran back here to speculate as you both have! This time, the file was about 33MBbs and persisted through 2 re-launches... so I was going to say it may likely be a file size issue.
Yes I always reset Recount before every raid run. I'll look through the prefs for time-based data... thanks.
Curious, is the data stored in that file the raw stuff from the Combat log? So essentially it's dynamically parsed by Recount for display?
Somehow it seems the parsed data may very well be much lighter... so naturally I ask if you could store parsed data to get around this limitation!
The Colossus enchant doesn't seem to be coming up on Recount for me. I've deleted and re installed the addon to make sure it wasn't due to corrupted data or something. I noticed on page 401 of this thread that you had found the spell ID for it. Was it showing up at some point and this is a new issue? Any info on this would great, thanks :).
If I remember right it's a Blizzard bug (or feature) that the new enchants don't show proper ownership/GUIDs. In other words, a Blizzard combat log issue is preventing Recount from tracking.
Similar to an issue with not being able to track Jade Spirit in WeakAuras.
yes, but the sand traps, etc aren't attributed to any boss / npc, as far i know
Edit: i take that back it seems to work now :)
Gotcha, thanks. I prefer to use slash commands when I can, but I'll keep this in mind.
On an unrelated note, I was getting the following often tonight during the Shek'zeer encounter. The gameplay would slow down, stutter, sometimes recover, and eventually lock up completely for several seconds. Finally the watchdog timer would go off, print the following, and then all would be well for another minute or so.
I've not looked at how :FindTargetedUnit is being called, or when, but I'd wager a cold cup of coffee that the repeated string concatenations are costing cycles.
@Phanx: I'll look into it. I'm still traveling so won't be touching anything major for another week or so.
@Farmbuyer: I'll see if I can curb that problem. Thanks for reporting.
I've already tagged it for release, so people should be getting this version when they update.
I have also updated the RecountThreat module to be toc-current.
@Phanx: Still trying to reproduce. I get delete requests only at beginning and end of scenarios not otherwise. I have not experienced mid-scenario delete popups. Need more details to reproduce I guess.
So the question is "Is there a way to do this?" I THINK I see a way, but want to confirm if it will do what I want... it IS kind of a pain, but gets me INTO the ballpark.
I find a .lua file (which seems to hold the data I want) at:
World of Warcraft/WTF/Account/<my.secret.account.number>/<my.secret.realm>/Brightbrown/SavedVariables/Recount.lua
Seems to me I can copy that file out (for something I want to save and recall later), then put it back in when I want to spend some time really going through it. I'm sure the "putting it back in" part needs be done with the game not running. One factor that may help my quest is to know how that file gets written to... i.e. is it always real time without needing logging out of the game for anything to happen (some applications don't properly close a file until the application is exited)?
I actually just put in a ticket because for many weeks now I am seeing that ONLY after running a LFR, getting out of the game, then going back in 100% will zero out Recounts stats... while I will always see it's last state if it has NO raid data in it. Tuesday I'll look closer at this file to see exactly when the data gets tossed.
Then you can copy your saved variables out for backup and / or restore later.
To restore you would indeed need to be fully exited from the game or at least at the login prompt (not the character selection screen).
Dancing Steel 6
Bloodlust 1
Avenging Wrath 2
I recall you mentioning that buffs/debuffs would be to memory intensive but is this an all or nothing thing? Can we not just track one character instead of the whole raid?
Thank you
Recount isn't designed to track, say, damage for all group members, healing only for priests, buffs only for Joebob, and dispels only by the player. It only has one set of filters, and tracks all data based on that set of filters. Adding a separate set of filters for every type of data collection would introduce a huge amount of complexity, and is not what Recount was designed for.
You can already track buffs and debuffs on your own character with Recount -- either enable that type of data collection for all of the units you have included in your filter settings, or disable all units except "player" in the filter settings and don't collect any type of data for anyone other than yourself.
If you want to apply a custom filter set to some type of data, you need a plugin.
UPDATE: This should prove helpful (assuming Recount data being wiped out without warning isn't by design!). Did the first ToT wing. Quit the game. It's lua file <World of Warcraft/WTF/Account/<secret acct num>/Durotan/Brightbrown/SavedVariables/Recount.lua> was very big, 48MB worth. Copied it to my desktop. Relaunched the game to see my Recount being empty. Quit the game, the file is now 4k.
Unless it is designed to do this (can't imagine why) there does seem to be a bug there. Remains to be seen if I copy the saved file back in, will it zero it again? Something tells me it will, as it SEEMS from what I've documented, it wipes it's data out (but ONLY for raid runs apparently). Almost, kinda, sorta like it has some issue reading a large file on game launch, so it zeroes it.
UPDATE2: As I suspected, I replaced the wiped file with the big one I saved out and on re-launching the game, it got wiped again.
I would like to know if this is by design, somehow I doubt it because normally, Recount does save it's data from launch to launch of the game. But it certainly does kill my desire to be able to go over the data in detail at some future time when I don't have as much to do in the game (i.e. like when I hit VP cap).
Don't quote me on the exact figure as I don't remember where we were discussing this (been a while) but I think it was around the 100mb mark.
It's possible Recount has code to clear out stored fights when the saved variables size gets overlarge.
Since it always pays to be cautious than to try get as close to the limit and have an error / lose all settings that might be around the 50mb mark.
There might also be a limit on the fight segments stored in options.
Did you check if there is such a setting, or even if you have it only keep boss segments or all fights?
In general I would recommend resetting data before a raid, and making sure that some of the heaviest data collections (time-based data) are turned off.
I recommend only keeping boss segments and and perhaps lowering "Recorded Fights" setting to something low.
Yes I always reset Recount before every raid run. I'll look through the prefs for time-based data... thanks.
Curious, is the data stored in that file the raw stuff from the Combat log? So essentially it's dynamically parsed by Recount for display?
Somehow it seems the parsed data may very well be much lighter... so naturally I ask if you could store parsed data to get around this limitation!
Similar to an issue with not being able to track Jade Spirit in WeakAuras.