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    posted a message on Removal of externals from SVN repos
    Quote from Nevcairiel

    Speaking of, i wonder how many addons i need to re-checkout after the big SVN scare of 2012.


    I have over a dozen that refuse to update. Eurgh
    Posted in: General Chat
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    posted a message on Removal of externals from SVN repos
    Well, then I apologise. And no I did not change anything because "I'm an admin". I changed it because it's an open repository and I couldn't believe for the life of me that anyone actually wanted svn:externals kept around since it slows down svn updates hugely. Especially if you have many addons checked out (like I do).

    I shall not make the same assumption again.
    Posted in: General Chat
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    posted a message on How to reduce chance of UI taint from StaticPopupDialogs
    Uh. Except now it happened straight on startup with no popups involved.

    Edit: Nailed it. Receiving a whisper causes this strain of taint for me.
    Posted in: Lua Code Discussion
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    posted a message on How to reduce chance of UI taint from StaticPopupDialogs
    Yes, the glyph frame can un-taint itself somehow.

    Basically, if you have the glyph frame open, and hit N+N to close it, and then open it again, it's tainted.

    But if you [Esc] out of the glyph frame, and then open it again, it untaints itself.


    Obviously just N+N doesn't automagically taint the frame, the taint has to come from somehwere. We haven't quite figured it out yet.

    My personal guess is that timed popups (like Summon Accept + EPGP's "don't have multiple people change stuff!") is involved. Foxlit & Sylv were being suspicious about popups that read the .data / .data2 members, like loot & instance save accept dialogs.
    Posted in: Lua Code Discussion
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    posted a message on How to reduce chance of UI taint from StaticPopupDialogs
    Original discussion: http://www.tukui.org/forums/topic.php?id=15823


    Basically, when you create a StaticPopupDialog table, set the following member like this:
    StaticPopupDialogs["MY_DIALOG_NAME"]={
      preferredIndex = 3
      -- and then the rest of your definition
    }
    


    Basically, there are a total of 4 StaticPopupDialogs resources. 1 and 2 are the ones normally getting used by the Blizzard UI. If you "prefer" #3 (may end up in #4 if #3 is already showing), chances are much better to avoid tainting UI code that involves StaticPopupDialogs (notably the glyph UI)


    Alternatively, you may want to use Torhal's http://www.wowace.com/addons/libdialog-1-0/ which always avoids taint, and extends the dialogs with a bit more functionality.


    And, no, this does not solve all tainting issues. There's plenty more to go around. But it plugs one hole.
    Posted in: Lua Code Discussion
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    posted a message on AceDB and default profiles (Picking a bone)
    Slight thread necro.

    The AceDB docs all use ",true", so that's not where the problem lies.

    Complain to individual authors is your only recourse.

    Like Nev said, we will NOT be breaking APIs without bumping majors. Period.
    Posted in: Ace3
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    posted a message on UIDropDownMenu Problem
    Reading all that config code reminds me why I love AceConfig ... or even just AceGUI.
    Posted in: Lua Code Discussion
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    posted a message on Possible change to AddonLoader "delayed" loading
    Quote from Adirelle
    Will delayed addons still be loaded "slowly", one at a time ? If yes, this seems fine to me.


    Of course. It would simply "pause" the procedure during combat.

    Quote from Adirelle
    I'm also wondering if "X-LoadOn-Combat: true" does load the addon before the combat lock up, so they can create any needed secure frames (or whatever cannot be done in combat).


    Good question - it "should" since it does all the processing and loading inside the event for PLAYER_REGEN_DISABLED (where we should be able to do noncombat stuff still, according to Blizzard), but I for one haven't actually tested that it works, and I have to admit that it IS somewhat of a special case with going ahead and loading a whole addon inside the event handler.
    Posted in: Frameworks
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    posted a message on GHI and Ace3 issue on russian servers
    This sounds very very weird. AceComm doesn't even touch the sender/recipient names, it just passes them to Blizzard's APIs.

    Also, AceComm by itself does nothing on trading.


    If I had to wager a guess, I would say that Pilus has seen a generic UI taint message, which routinely gets blamed on Ace3 when running disembedded (because the client calls Ace3 for an event and Ace3 then dispatches it to another addon, but the client doesn't know that). And then he somehow did 1 + 1 and arrived at 3: "it's acecomm's fault!".

    But that's just a guess.

    Hard facts are needed.
    Posted in: Ace3
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    posted a message on Possible change to AddonLoader "delayed" loading
    As per http://www.wowace.com/addons/addon-loader/tickets/20-x-load-on-combat-false/ (but read comments, not ticket),

    I'm considering changing "X-LoadOn-Always: delayed" behavior slightly to make "delayed" mean "not in combat".

    This would be a slightly incompatible change, since IF you want something loaded when you log on into combat (think crash/disconnect in a bossfight), you would have to explicitly add a condition to load it during combat.


    If there's anyone wildly against this, please say so here or in the ticket.

    To everyone else using delayed loading: consider adding "X-LoadOn-Combat: true" already if your addon is important for combat. It's even a good-ish idea without the change.
    Posted in: Frameworks
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    posted a message on WIP: high volume event processing library
    The really interesting thing is getting info on how much CLEU / COMBAT_LOG messages actually cost these days.

    The way I did it back in the day for OnUpdate was to register 10000+ empty handlers and statting GetTime() between the first and the last ones after verifying that OnUpdate handlers get called in the order they are registered.
    Posted in: Libraries
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    posted a message on Seeking permission...
    Quote from myrroddin

    AceDB-3.0 currently cannot be done because savedvariables are either character or account only. Hopefully more options later, but with those choices you cannot create the profile system. At least not well.


    Umm that's EXACTLY what WoW has. Which is why AceDB provides better profile stuff on top.
    Posted in: General Chat
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    posted a message on Seeking permission...
    To clarify, Ace3 is BSD with a limitation in redistribution. We never did specify it I don't think, but I'll do it here: We don't want "Ace3 for WoW" redistributed as "Ace3 for WoW" standalone. (Because when people download old versions from elsewhere it becomes a major pain in the behind)

    Ace3 for Rift is another thing entirely and the redistribution clause does not apply.


    Edit: we also don't like wowmatrix (re: redistribution clause)
    Posted in: General Chat
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    posted a message on Addon comms changes
    Humm.. maybe ChatThrottleLib (which AceComm uses) should fix that automagically. It wouldn't exactly be hard.

    And if you're not using AceComm, you should be using ChatThrottleLib if your addon does any kind of comms.
    Posted in: Lua Code Discussion
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    posted a message on Event ADDON_LOADED not working
    Next step: Get rid of the XML file and CreateFrame() your own frame.
    Posted in: Lua Code Discussion
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