- fixed issue with healing and damage cache where both did not update.

- fixed issue with micro displays were sometimes did lua error.
- fixed a issue when reporting to a instance group didn't work.
- fixes on siege of orgrimmar raid info.
- major fixes and improvements on internal garbage collector.
- added options for background alpha and window alpha.
- now when editing a image, the instance background changes on-the-fly.
- now if no instance have current segment when a combat start, the lower instance will switch to current.
- added a option for disable the auto switch to current.
- added the time type when reporting damage or healing done.
- added a format phrase when reporting damage or healing done.
- added a option for hide the micro display.
- added options for memory were the core changes within the value.
- little redesign on segments menu.
This commit is contained in:
Tercio
2013-09-18 23:54:06 -03:00
parent b28fa74f64
commit 27817f34d9
28 changed files with 1982 additions and 319 deletions
+136 -46
View File
@@ -728,55 +728,153 @@
end
end
function _detalhes:CheckMemoryAfterCombat()
if (_detalhes.next_memory_check < time()) then
if (_detalhes.debug) then
_detalhes:Msg ("checking memory after combat.")
end
_detalhes.next_memory_check = time()+_detalhes.intervalo_memoria
UpdateAddOnMemoryUsage()
local memory = GetAddOnMemoryUsage ("Details")
if (memory > _detalhes.memory_ram) then
_detalhes:IniciarColetaDeLixo (true, 60) --> sending true doesn't check anythink
end
end
end
function _detalhes:CheckMemoryPeriodically()
if (_detalhes.next_memory_check <= time() and not _InCombatLockdown() and not _detalhes.in_combat) then
_detalhes.next_memory_check = time() + _detalhes.intervalo_memoria - 3
UpdateAddOnMemoryUsage()
local memory = GetAddOnMemoryUsage ("Details")
if (_detalhes.debug) then
_detalhes:Msg ("checking memory periodically. Using: ",math.floor (memory), "of", _detalhes.memory_ram)
end
if (memory > _detalhes.memory_ram) then
if (_detalhes.debug) then
_detalhes:Msg ("Memory is too high, starting garbage collector")
end
_detalhes:IniciarColetaDeLixo (1, 60) --> sending 1 only check for combat and ignore garbage collect cooldown
end
end
end
function _detalhes:IniciarColetaDeLixo (forcar)
function _detalhes:IniciarColetaDeLixo (forcar, lastevent)
if (not forcar) then
if (_detalhes.ultima_coleta + _detalhes.intervalo_coleta > _detalhes._tempo + 1) then
return
elseif (_detalhes.in_combat or _InCombatLockdown() or _detalhes:IsInInstance()) then
if (_detalhes.debug) then
_detalhes:Msg ("garbage collect queued due combatlockdown (forced false)")
end
_detalhes:ScheduleTimer ("IniciarColetaDeLixo", 5)
return
end
else
if (type (forcar) ~= "boolean") then
if (forcar == 1) then
if (_detalhes.in_combat or _InCombatLockdown()) then
if (_detalhes.debug) then
_detalhes:Msg ("garbage collect queued due combatlockdown (forced 1)")
end
_detalhes:ScheduleTimer ("IniciarColetaDeLixo", 5, forcar)
return
end
end
end
end
if (_detalhes.debug) then
if (forcar) then
_detalhes:Msg ("collecting garbage with forced state.")
_detalhes:Msg ("collecting garbage with forced state: ", forcar)
else
_detalhes:Msg ("collecting garbage.")
end
end
local memory = GetAddOnMemoryUsage ("Details")
--> reseta o cache do parser
_detalhes:ClearParserCache()
local limpados = atributo_damage:ColetarLixo() + atributo_heal:ColetarLixo() + atributo_energy:ColetarLixo() + atributo_misc:ColetarLixo()
--> limpa barras que não estão sendo usadas nas instâncias.
for index, instancia in _ipairs (_detalhes.tabela_instancias) do
if (instancia.barras and instancia.barras [1]) then
for i, barra in _ipairs (instancia.barras) do
if (not barra:IsShown()) then
barra.minha_tabela = nil
end
end
end
end
--> faz a coleta nos 4 atributos
local damage = atributo_damage:ColetarLixo (lastevent)
local heal = atributo_heal:ColetarLixo (lastevent)
local energy = atributo_energy:ColetarLixo (lastevent)
local misc = atributo_misc:ColetarLixo (lastevent)
local limpados = damage + heal + energy + misc
--> refresh nas janelas
if (limpados > 0) then
_detalhes:InstanciaCallFunction (_detalhes.reset_window)
end
--print ("coletados: " .. limpados)
_detalhes:ManutencaoTimeMachine()
--> print cache states
if (_detalhes.debug) then
_detalhes:Msg ("removed: damage "..damage.." heal "..heal.." energy "..energy.." misc "..misc)
end
--> elimina pets antigos
local _new_PetTable = {}
for PetSerial, PetTable in _pairs (_detalhes.tabela_pets.pets) do
if (PetTable[4] + _detalhes.intervalo_coleta > _detalhes._tempo + 1) then
_new_PetTable [PetSerial] = PetTable
end
end
_table_wipe (_detalhes.tabela_pets.pets)
_detalhes.tabela_pets.pets = _new_PetTable
--> wipa container de escudos
_table_wipe (_detalhes.escudos)
_detalhes.ultima_coleta = _detalhes._tempo
if (_detalhes.debug) then
collectgarbage()
UpdateAddOnMemoryUsage()
local memory2 = GetAddOnMemoryUsage ("Details")
_detalhes:Msg ("memory antes: "..memory.." memory depois: "..memory2)
end
end
local function FazColeta (_combate, tipo)
--> combates Normais
local function FazColeta (_combate, tipo, intervalo_overwrite)
local conteudo = _combate [tipo]._ActorTable
local _iter = {index = 1, data = conteudo[1], cleaned = 0}
local _tempo = _time()
local links_removed = 0
while (_iter.data) do
local _actor = _iter.data
local can_garbage = false
if (not _actor.grupo and not _actor.boss and not _actor.boss_fight_component and _actor.last_event + _detalhes.intervalo_coleta < _tempo) then
local t
if (intervalo_overwrite) then
t = _actor.last_event + intervalo_overwrite
else
t = _actor.last_event + _detalhes.intervalo_coleta
end
if (not _actor.grupo and not _actor.boss and not _actor.boss_fight_component and t < _tempo) then
local owner = _actor.owner
if (owner) then
local owner_actor = _combate (tipo, owner.nome)
@@ -807,6 +905,11 @@
end
_iter.cleaned = _iter.cleaned+1
if (_actor.tipo == 1 or _actor.tipo == 2) then
_actor:DesregistrarNaTimeMachine()
end
_table_remove (conteudo, _iter.index)
_iter.data = conteudo [_iter.index]
else
@@ -816,6 +919,10 @@
end
if (_detalhes.debug) then
-- _detalhes:Msg ("- garbage collect:", tipo, "actors removed:",_iter.cleaned)
end
if (_iter.cleaned > 0) then
ReconstroiMapa (_combate [tipo])
_combate [tipo].need_refresh = true
@@ -824,21 +931,13 @@
return _iter.cleaned
end
function _detalhes:ColetarLixo (tipo)
for index, instancia in _ipairs (_detalhes.tabela_instancias) do
if (instancia:IsAtiva()) then
for i, barra in _ipairs (instancia.barras) do
if (not barra:IsShown()) then
barra.minha_tabela = nil
end
end
end
end
--> Combate overall
function _detalhes:ColetarLixo (tipo, lastevent)
local _tempo = _time()
local limpados = 0
--> monta a lista de combates
local tabelas_de_combate = {}
for _, _tabela in _ipairs (_detalhes.tabela_historico.tabelas) do
if (_tabela ~= _detalhes.tabela_vigente) then
@@ -847,17 +946,16 @@
end
tabelas_de_combate [#tabelas_de_combate+1] = _detalhes.tabela_vigente
--> faz a coleta em todos os combates para este atributo
for _, _combate in _ipairs (tabelas_de_combate) do
limpados = limpados + FazColeta (_combate, tipo)
limpados = limpados + FazColeta (_combate, tipo, lastevent)
end
--> clear shadow tables
--> limpa a tabela overall
local _overall_combat = _detalhes.tabela_overall
local conteudo = _overall_combat [tipo]._ActorTable
_iter = {index = 1, data = conteudo[1], cleaned = 0} --> ._ActorTable[1] para pegar o primeiro index
--collectgarbage()
local _iter = {index = 1, data = conteudo[1], cleaned = 0} --> ._ActorTable[1] para pegar o primeiro index
while (_iter.data) do
local _actor = _iter.data
@@ -875,12 +973,7 @@
end
_table_wipe (meus_links)
end
--if (tipo == 1 and #new_weak_table > 0) then
-- print (can_garbage, _actor.nome)
--end
if (can_garbage or not meus_links) then --> não há referências a este objeto
if (not _actor.owner) then --> pet
@@ -889,7 +982,18 @@
--> apaga a referência deste jogador na tabela overall
_iter.cleaned = _iter.cleaned+1
if (_detalhes.debug) then
if (#_actor.links > 0) then
_detalhes:Msg (_actor.nome, " has been garbaged but have links: ", #_actor.links)
end
end
if (_actor.tipo == 1 or _actor.tipo == 2) then
_actor:DesregistrarNaTimeMachine()
end
_table_remove (conteudo, _iter.index)
_iter.data = conteudo [_iter.index]
else
_actor.links = new_weak_table
@@ -898,21 +1002,7 @@
end
end
--> elimina pets antigos
local _new_PetTable = {}
for PetSerial, PetTable in _pairs (_detalhes.tabela_pets.pets) do
if (PetTable[4] + _detalhes.intervalo_coleta > _detalhes._tempo + 1) then
_new_PetTable [PetSerial] = PetTable
end
end
_table_wipe (_detalhes.tabela_pets.pets)
_detalhes.tabela_pets.pets = _new_PetTable
--> wipa container de escudos
_table_wipe (_detalhes.escudos)
--> termina o coletor de lixo
if (_iter.cleaned > 0) then
_overall_combat[tipo].need_refresh = true