I am looking to restructure the AceDB default layout for an addon and want to make sure that everything gets moved around automagically anytime anyone upgrades to the new version.
Is there are standard pattern for doing this or do I need to write my own versioning functions?
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Jan 4, 2014_ForgeUser2423686 posted a message on Standard pattern for handling AceDB structural changes?Posted in: Ace3
Jul 17, 2009@elkano: Thanks for the suggestion. That addon is a great help.Posted in: Lua Code Discussion
@tekkub: I was going down this path because the issue seemed to occur recently, although I made enough changes in a small space of time that I can't say when it became an issue, so it seemed like something I could quickly identify - or at least be able to ask the addon authors smart questions about.
Given that I am fairly heavily customising the config of both UnderHood & PitBull4, using oUF might turn out to be easier - especially if I can get it to produce a HUD. I'll take a look
Jul 17, 2009I mentioned hthis is the relevant addon forums but want to ask for more generalised help so am posting here.Posted in: Lua Code Discussion
Recently I have been having significant FPS issues in raiding situations. While my non-dungeon FPS is not huge (30 FPS), in raid settings it drops to unusable (1-2 FPS). Before anyone asks, yes I am aware of the overwhelming nature of spell effects and have my graphics settings all at their lowest levels. Finally having a chance to test with various addons enabled/disabled tonight, I discovered that it is my unit frame addons that are causing the issue - simply enabling UnderHood caused my non-combat raid FPS to drop to high single digits, and PitBull4 suffers similarly. Enabling CPU profiling also shows these addons as bar far the largest users of CPU, even in a nolib situation where I can see the Ace3 load separately.
My assumption is that something in the way I've configured these addons or an interaction between a unit frame addon & another addon is responsible but I need to see exactly what events/functions are being triggered or invoked to investigate further. However, I would prefer not to have to manually edit all the relevant source code involved, which brings me to the topic of this post.
Are their any profiling tools/addons available that will allow me to instrument my environment at all without requiring code editing? I have looked through wowace, but couldn't find anything that appeared to work in a 3.1 environment.
Any help would be greatly appreciated
Jul 7, 2009@Adirelle: as the curse client makes me gag - I'm just a little too old school - is the mechanism it's using documented anywhere. Or is it basically generating a dummy addon complete with .toc & .xml files?Posted in: General Chat
@orionshock: I have no plans to run alpha libs. My point was I can't easily tell what the latest beta+ versions are. If whatever is on curse truly is the latest stable versions & that's addon devs are embedding in their code then great, but that doesn't seem likely. I can look for version tags inside individual lib/.../... files to check that but I was hoping for a simpler approach.
Jul 7, 2009Hijacking this thread ever so slightly (mostly because that seemed better than starting a new one)....Posted in: General Chat
Are their stand-alone packagings - either on wowace or curse - of the core Ace3 libs or the various others consistently used by addons that would allow me to install them separately? The latest version of Ace3 on curse, for example, is dated from April yet I know there are alpha releases that are less than 48 hours old and I don't want to introduce new issues but back-revving libraries unintentionally.
I ask because I'm trying to track down what is causing me massive FPS loss while raiding and I can't get meaningful CPU breakdowns if the first addon to use a bunch of embedded libraries gets tagged for the totality of the CPU utilisation. If I can force the libs to load first via a separate, lib-only addon, then I can at least see *exactly* what is driving CPU utilisation etc and provide useful feedback to the author of whatever code is causing me issues.
Jul 2, 2009I posted this on the project but maybe it would be better here....Posted in: Unit Frames
I have been running Pitbull4 for the past 2 months, mostly with no problems. With the 22/jun beta build, I have discovered a bug although I can't quite pin it down. I run Pitbull solely as a raid/party unit frame provider (I use a HUD for self/pet/target). When soloing dailies, Pitbull is consuming significant more CPU than any other addon (twice the CPU of the next most demanding addon according to the CPU profiling in titan panel), and when I was raiding last night, the WoW client suddenly threw up complaining about a significant number of errors coming from an addon. Because of how I use Pitbull, I have the majority of modules disabled, so I am particularly surprised by the CPU demand coming from the module when not in party/raid
Is there anyway I can easily instrument this or an error capturing addon I can use to better identify where the bug is? I can provide the saved variables file if that helps.
Let me know if you would prefer I file a ticket.
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