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    posted a message on Memory useage
    If you want to see more accurate memory usage run disembedded/standalone libs. You'll get a slight zone loading/game world loading boost too.
    Posted in: FuBar AddOns
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    posted a message on Memory useage
    Tried disabling some of the fubar plugins and reloading ui then checking memory usage?

    I saw the other day Rabbit recoded ReagentFu >> PTReagentFu because he wasn't impressed with the original ReagentFu's code. SpeedFu is another one I'd look at disabling to see what happens.

    Maybe a process of elimination to figure out what plugin's are giving your grief, actually how much memory is fubar using with no plugin's enabled?

    Perhaps it's PerformanceFu while profiling causing Fubar to use alot of memory have you checked with the memory use with a different mod?

    Posted in: FuBar AddOns
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    posted a message on Memory useage
    What are your computer's spec's, what video settings are you running at? Also post a list all the addons you are using.



    Posted in: FuBar AddOns
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    posted a message on Memory useage
    If you are using the standard zip files with embedded libraries the various libraries memory usage can be incorrectly attributed to FuBar. Have you read: http://www.wowace.com/wiki/Ace2_Memory_Concerns

    Remember there is nothing actually wrong with loading a data into memory anyway. Memory = FAST, disk = SLOW and recalculating things that don't change much instead of caching/storing the values = WASTE.

    Are you experiencing an actual problem with FPS and or responsiveness?

    Posted in: FuBar AddOns
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    posted a message on Fixing the Raid Lockup Problem!
    Quote from Ragnor »

    One slight problem with unregistering UNIT_NAME_UPDATE as a workaround, If the target player in the raid isn't near you, sometimes the name display doesn't update properly.

    It's probably a good idea to update everyones name once in a while, or on some other event.


    Bump for Nevcairiel or Saroz, for battleground/arena raids you'll need to do the above I think. Although I haven't had any problems myself there are a few reports of missing or incorrect names.
    Posted in: Unit Frames
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    posted a message on sRaidFrames: Alternative CTRA raid frames
    Oh yeah I was looking at how to have sRaidFrames not enable during Arena, I prefer party unit frames for 5v5 and 3v3. An arena group is for some reason considered a raid so UnitInRaid("player") returns not nil. I know it was annoying me to disable sRaidFrames everytime I want to do Arena and re-enable it for pve or battlegrounds.

    Anyway... how about a "Hide In Arena" or option at some stage :)

    I added this in my local copy of sRaidFrames in the "sRaidFrames:UpdateRoster()" function

    local inArena, _ = IsActiveBattlefieldArena()
    	
    if inArena and self.enabled then
     self:DisableFrames()
    end




    Posted in: Unit Frames
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    posted a message on sRaidFrames: Alternative CTRA raid frames
    SilverKnight,

    A workaround to fix the raid lockup problem with the blizzard secure headers and excessive UNIT_NAME_EVENT events was added a revision or two back, the problem is discussed here: http://www.wowace.com/forums/index.php?topic=6824.msg113821#msg113821

    Saroz or Nevcairiel probably need to make further small change to update everyones name once in a while, or on some other event like I mentioned here http://www.wowace.com/forums/index.php?topic=6824.msg114185#msg114185 to avoid this problem. Should work :)




    Posted in: Unit Frames
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    posted a message on WowAceUpdater - An update tool for Windows users.
    1.9.10 is still updating ~44 addons for me instead of just the handful that have changed. Is this a "feature" of the automatic dependency option?
    Posted in: Updaters
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    posted a message on AG_Unit Frames - Debuff Request
    I'd like to add a me too here. However it doesn't seem like aguf is in active development you should probably switch to Pitbull it offers much more configurable debuffs & buffs.
    Posted in: Addon Ideas
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    posted a message on sRaidFrames: Alternative CTRA raid frames
    Erilan, those features require borders on the frames to be turned on. Do you have borders off?
    Posted in: Unit Frames
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    posted a message on Ace'd Recap?
    FYI: Both Hawksy's and Cryet's versions of Recap have been using the Ace2 ParserLib for months perhaps over a year.

    Posted in: General AddOns
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    posted a message on Support for Paladin taunt - Righteous Defense - in taunt warning addons?
    One of the authors added righteous defense support when I asked ages ago, but as it was ages ago and I can't remember which mod, let me think about it.

    EDIT: It was OptiTaunt aka http://files.wowace.com/OptiTaunt/
    Posted in: Addon Ideas
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    posted a message on Fixing the Raid Lockup Problem!
    One slight problem with unregistering UNIT_NAME_UPDATE as a workaround, If the target player in the raid isn't near you, sometimes the name display doesn't update properly.

    It's probably a good idea to update everyones name once in a while, or on some other event.
    Posted in: Unit Frames
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    posted a message on WowAceUpdater - An update tool for Windows users.
    How to check what version of the .net framework are installed
    http://support.microsoft.com/kb/318785
    Posted in: Updaters
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    posted a message on Fixing the Raid Lockup Problem!
    According to my guild mate Xinhuan the problem is in the undocumented changes made to the secure raid and group templates in 2.1, he was looking at the problem for the raid frames he uses (xperl) but it may be of interest to ace developers...

    When you login to a raid or zone into AV, as many as 100 UNIT_NAME_UPDATE events fire off at the same time, multiple times for some units even (I saw the same unitid trigger UNIT_NAME_UPDATE 94 times this one time...). This causes ALL 9 XPerl_Raid_GrpX frames to trigger on all 100 events and perform a full group update by Blizzard function SecureGroupHeader_Update(self). That means that function is run 900 times iterating over children frames over 9 groups.. causing a lockup.


    The problem is worsened because UNIT_NAME_UPDATE events are also fired per pet in the raid (i've seen as many times as 6 for the same pet) as they go in and out of existence. And fired TWICE if that pet is owned by a player in your own party (eg, partypet2 and raidpet2 will both fire for that one pet 6 times)... which also causes Blizzard's code to call SecureGroupHeader_Update(self) again multiple times completely unnecessarily since arg1 is ignored. These events causes jerky freezes in AV because AoE ressurection by the Spirit Healer revives (bring pet into existence from nothing) multiple pets at the same time when their owners are also ressurected causing UNIT_NAME_UPDATE to fire multiple times for each pet


    Note that SecurePartyPetHeaderTemplate and SecureRaidPetHeaderTemplate also suffer the same issue (for pets). As does SecurePartyHeaderTemplate itself for party frames, where EVERY person/pet in the raid that can fire a UNIT_NAME_UPDATE event will also cause that same Blizzard Update function to run for your party frames, even if that person is not in your party. (Think of your party as simply another group to display in addition to the 9 raid frames groups. I say 9 here and not 8 because some people sort by classes and there are 9 classes.)

    This is Blizzard's silly attempt to merge all the code into one place. And for not checking the unitids and simply blanket updating _everything_ on each and every UNIT_NAME_UPDATE event which are being fired multiple times for the same unit.

    There is nothing wrong with all of XPerl's code (gw Zeksie!). Until Blizzard fixes this, the only thing we can do is unregister the UNIT_NAME_UPDATE event from our 9 raidgroup frames and our party frames during another frame's OnLoad event (where this frame is defined later in the XML code in the file). As far as I can tell, the event we are unregistering is completely unneccessary for the functioning of XPerl Raid Frames.


    His temporary solution for xperl is to unregister UNIT_NAME_UPDATE from all the xperl frames on load and from the xperl secure header

    Posted in: Unit Frames
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