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    posted a message on Quick guild info question
    cheers egingell - and apologies xin for not reading that carefully enough :)
    Posted in: Lua Code Discussion
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    posted a message on Quick guild info question
    Xinhuan, it's been awhile so I'll be the first to admit I'm wrong here, but I remember there being a way to use GetGuildRosterInfo() to return info on offline members as well. Just the same way you can edit officer info for offline members via the guild frame.
    Posted in: Lua Code Discussion
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    posted a message on Quick guild info question
    I did this a while back but it turned out easier just using libguild.

    As you mention, you pretty much have to invoke GuildRoster(), then wait for the next GUILD_ROSTER_UPDATE message and then enumerate GetGuildRosterInfo(). However, I remember having some issue with this operating when a user has his guild tab open. If a user had their guild tab open and deselected 'show offline guild members' then you didn't receive the entire guild info through enumerating GetGuildRosterInfo().

    There was also an issue with setting guild notes (where I was storing the DKP information). You'd expect you could just invoke GuildRosterSetOfficerNote(some_sort_of_key, "text"). Instead it used the current index as referenced since the last GUILD_ROSTER_UPDATE so you need to watch yourself or you'll nuke the wrong guild member officer note.
    (ie. you can't just use libguild once, grab the index and then use it to do shit - little more messy than that)

    (now my memory is a little vague here so don't trust me, but do experiment with these corner cases because I definitely recall what I expected to be fairly simple quite bothersome and ended up using libguild)

    Edit:
    It also gets a little untidy if you have multiple people playing with officer notes! As there's no atomic 'read and set' operation you need to use some other mechanism to provide synchronisation.

    At the time I wanted a loot system that would record every bit of loot that dropped and who it was assigned to as a distributed tool so you didn't need an officer online. It also had to support loot assignment synchronisation so if loot got assigned and someone logged out, it could query anyone for the loot items they didn't see.

    At only a few tens of bytes per loot assignment (date, itemid, player GUID, DKP cost), and say <100 DKPs item dropping a week (for most guild usually less), I'd assumed it wouldn't be too hard to keep a log of the last few months of loot.

    The synch mechanism I was playing with was date and item counts. It got a bit messy doing the sync system as you couldn't guarantee the same exact date/time across multiple people if you just looked for the CHAT_LOOT. So instead I started playing with loot being broadcast on a raid channel as an addon message. Then you could use the exact time as a unique key as broadcast by the loot master. This seemed to work, but then I got fed lazy and it's sitting as another half finished project :)

    (if anything the biggest hassle was fixing loot assignments after people would trade gear to others. This was the biggest reason I gave up - trying to make the synch was just a nightmare if the loot correction could come from other people and you added in partial group -- ie. people disconnected at the time. I'm sure there's a neat lightweight algorithm to sort it, but I CBF spending the time)
    Posted in: Lua Code Discussion
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    posted a message on Skull Me
    I'm intrigued. What does the addon do that say using a keybind doesn't do? As a tank, I can see some utility in this, but it does restrict me from switching targets without changing my mark.
    (eg. on twins, if I switch to help dps the other shield then will my mark switch to that target?)
    Posted in: Lua Code Discussion
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    posted a message on AceConfig Font Question
    My configuration for my addon is beginning to get fairly large and it's starting to become laborious to scroll each page. Now at 1680x1050 the default addon interface via AceConfig employs a very generous layout scheme.

    Q: Is there a 'nice' way to 'tighten' the layout and perhaps reduce the font size?

    Many thanks in advance

    (P.S. I have read through http://old.wowace.com/wiki/AceConfig3 but there doesn't seem to be any mention of layout/fonts. I was wondering whether to just change the scale manually or simply change the frame font if it inherits. Neither of those seem a clean method of doing it. Again, just pointing me towards an addon that does this the 'correct way' is enough for me to work out the mechanics. Thanks again in advance.)
    Posted in: Lua Code Discussion
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    posted a message on LibFail-1.0
    Quote from yoshimo
    i think thats something for dmg meters , also its up to anyone to decide which amount of dmg is FAIL

    Not many meters show this sort of thing. Secondly, not suggesting it needs to post a 'fail' alert just flagging that this sort of feedback is pretty central to these fights. Bossmods don't seem to want to focus on these aspects, damage meter can't (the data they need to present is simply too specific). Seems like a pretty reasonable area for a 'fail' type lib to consider contributing.

    (ie. the entire intent of libfail is when something screws up you know who caused it - eg. facetanking tramples. Similarly, when your portal doesn't die and it dumps a 'damage done' list and that $##$#$ hunter doesn't appear on it you can nail them then and there)

    Not suggesting it has to be done within libfail, but if not, where else? Asking users to install a large laundry list of mods for each of these types of encounters doesn't seem a great solution either.
    Posted in: Libraries
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    posted a message on Dynamics Lists Within AceConfig
    that was perfect orion. Thanks heaps mate. Working like a charm now.
    Posted in: Lua Code Discussion
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    posted a message on LibFail-1.0
    Is there any interest in providing some sort of 'effort' meter on some of these encounters?

    For examples, having say a list pop detailing perhaps:
    * individual DPS on a volcano or portal for jaraxxus;
    * healing done on incinerate flesh?
    * even damage done on a snobold?
    * damage done on a shield during twins?

    These things are great measures of 'fail' but are really hard to identify without running custom mods in addition to libfail.
    Posted in: Libraries
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    posted a message on Dynamics Lists Within AceConfig
    thanks for the reply orion, but do you have a good example addon that uses these in a sane Ace-3.0 manner?

    Whilst I've managed to write a reasonably complex and complete HUD - (target/targettarget, threat meter, own user recount, buff/debuff candy system, custom minimap, consistent tooltips, started hacking my own chat UI, etc) I remain woefully ignorant about what the hell AceConfig/GUI does. I pretty much just do what works and treat the setup and invocation code as Magic (TM).

    Currently, my only interaction with lists is as follows (and because I couldn't work out how to do it myself, I stole this 100% direct right out of Omen):
    args = {
        font = {
          order=1, type="select", dialogControl='LSM30_Font',
          name="Cooldown Font", desc="Font to render buff cooldowns",
          values = AceGUIWidgetLSMlists.font
        }
    }


    For my own list how do I react to new items being placed in the list? Currently the setter just gives me the selected item in set=function(info, key)?

    Specifically, I'd like to have a 'select' called say 'buffBlacklist' that I populate with the current blacklist values and I receive events when users remove, insert or modify list items. (or even just a set when it's been changed in some manner and I have to work out whats changed myself).

    args = {
        buffBlacklist = {
          order=1, type="select", dialogControl='??????',
          name="Buff Spell Blacklist", desc="List of spells to not render in the buff module",
          values = data.buffBlacklist,
          get=function(info) return data.buffBlacklist end,
          set=function(info, key) BubbleHUD:BuffsUpdate() end
        }
    }
    Posted in: Lua Code Discussion
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    posted a message on Dynamics Lists Within AceConfig
    I've been working on my HUD replacement for a fair while now and it's beginning to get close to an alpha release. However, I've hit a small stumbling block with menus within my configuration system. I've managed to avoid anything but normal configurations so far: font pickers, colour pickers, range sliders, etc.

    Does anyone have any good pointers to examples of using more advanced list type interfaces?

    Some examples:
    * Black List: Just a user editable list of spells to black list
    * Check List: A static list that the user can tick or flick list items

    Even though I've got a fairly complex configuration interface I really can't say I understand it. I just include the boilerplate AceConfig code to make it work :) If there is a particularly good addon that does the right thing for list editing, even being simply pointed to it should give me enough to research.

    (I've included how my buff system looks/works - basically has a buff matrix for all the stackable raid buffs and lights up when you have one. It has to cheat a little on FF-Hit/DevAura+Heal but it does inspect specs out of combat to try and make it more accurate. The matrix is in the order: kings, fort, wild, HP, spi, int, str/agi, mana, melHst, melAP, melCrit, splHst, splPwr, splCrit, dmgReduce, armor, healBuff, tracking, food, flask, shadRes, frosRes, natRes, FireRes. Other non 'stackable' buffs appear after the list but don't have a 'blank' icon indicating something is missing)

    Many thanks in advance
    bubble
    Posted in: Lua Code Discussion
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    posted a message on LibHealComm-4.0
    Thanks for the responses. When I saw xbeeps/shadowed comment about UNIT_SPELLCAST_SENT there was a bit of a /tar player /cast Facepalm(Rank 1) :)

    I know its a small overhead outside of raids, but a GUID target would be a pretty sweet augmentation to the event protocol. Not sure how expensive addon messages are but one would assume it's more expensive than raw system events.
    Posted in: Libraries
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    posted a message on LibHealComm-4.0
    I apologise if this is a dumb question, but why does LHC even need to communicate these days? Doesn't the combat log provide everything necessary to detect spell start/success? And couldn't the question of prediction (actual heal size) be guessed based on previous heal averages?

    (Not sure about other healers, but I'm generally more interested to see whether someone else is healing a target more than exactly how much it will land for. If the prediction was simply done via guessing, I'd expect it be within +-20% which I'd guess is good enough for most healing these days)

    If I've missed something obvious, like SendAddonMsg() is less latency that combat log, then please excuse my ignorance (I'm quite interested in the answer though for my own projects).

    (Edit: Also if there's something else that LHC provides that I'm not aware of, big /facepalm on myself)
    Posted in: Libraries
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    posted a message on table size
    cheers farm, that's exactly the answer I was looking for.
    Posted in: Lua Code Discussion
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    posted a message on table size
    The mention of table handling has prompted me to ask a question I've wondered about for awhile.

    Are there any performance costs to using table.insert() on an ever increasing array? (ie. does it do something smart like say a java ArrayList class to have capacity ~= size to avoid O(n) type scaling problems?)

    Similarly, is the # operator an O(1) cost or O(n)?

    I'd guess both of these answers are the rationale answers O(log n) and O(1) respectively, but I've got a fairly large array in something I'm playing with and I'm noticing some minor performance concerns. If it's something dumb like table.insert() is O(n) I'd be keen to fix it.

    (FYI the application is a module that maintains a recount like report to track addon spam. I've attempted to make it as efficient as possible, so it uses statically allocated simple arrays and lots of forward/reverse contiguous indexes to minimise lookups. So the data sizes can grow quite large - over couple hundred K)
    Posted in: Lua Code Discussion
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    posted a message on Idea for a Heroic Faction Champs Addon
    Quote from gamemaster128
    IMO, that would be information overload. If everyone just keeps track for their assigned CC target, the fight is simple.

    whether it's an indication of failure or not, we are finding that people who are assigned to CC are not handing off between them well at all. As for information overload, it's far less information than you're seeing from grid so I wouldn't have expected it to be a problem.

    The problem with combat log tracking is that we've identified that it's the culprit for most D/C's. So most of us have it disabled and any addons that use it disabled. I'm not keen to introduce an addon that could contribute to more DCs. My assumption (perhaps not a valid one) was that if libhealcomm wasn't causing DC's, this idea wouldn't either.

    I'm going to go ahead and just implement and see how it assists people on the fight. The actual code is fairly trivial. Cheers for the comments.
    Posted in: Lua Code Discussion
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