abandon C_Timer
This commit is contained in:
+1
-5
@@ -28,12 +28,8 @@ WeakAuras.prettyPrint = function(msg)
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print(WeakAuras.printPrefix .. msg)
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end
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WeakAuras.versionMismatchPrint = function()
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WeakAuras.prettyPrint("You need to restart your game client to complete the WeakAuras update!")
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end
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if versionString ~= versionStringFromToc and versionStringFromToc ~= "Dev" then
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C_Timer.After(1, WeakAuras.versionMismatchPrint)
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WeakAuras.prettyPrint("You need to restart your game client to complete the WeakAuras update!")
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end
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WeakAuras.PowerAurasPath = "Interface\\Addons\\WeakAuras\\PowerAurasMedia\\Auras\\"
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@@ -2,8 +2,7 @@
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-- AceTimer supports one-shot timers and repeating timers. All timers are stored in an efficient
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-- data structure that allows easy dispatching and fast rescheduling. Timers can be registered
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-- or canceled at any time, even from within a running timer, without conflict or large overhead.\\
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-- AceTimer is currently limited to firing timers at a frequency of 0.01s as this is what the WoW timer API
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-- restricts us to.
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-- AceTimer is currently limited to firing timers at a frequency of 0.01s.
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--
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-- All `:Schedule` functions will return a handle to the current timer, which you will need to store if you
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-- need to cancel the timer you just registered.
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@@ -15,23 +14,69 @@
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-- make into AceTimer.
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-- @class file
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-- @name AceTimer-3.0
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-- @release $Id: AceTimer-3.0.lua 1202 2019-05-15 23:11:22Z nevcairiel $
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-- @release $Id$
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local MAJOR, MINOR = "AceTimer-3.0", 17 -- Bump minor on changes
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local MAJOR, MINOR = "AceTimer-3.0", 117 -- Bump minor on changes
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local AceTimer, oldminor = LibStub:NewLibrary(MAJOR, MINOR)
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if not AceTimer then return end -- No upgrade needed
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AceTimer.frame = AceTimer.frame or CreateFrame("Frame", "AceTimer30Frame")
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AceTimer.activeTimers = AceTimer.activeTimers or {} -- Active timer list
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local activeTimers = AceTimer.activeTimers -- Upvalue our private data
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-- Lua APIs
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local assert, loadstring, rawset, tconcat = assert, loadstring, rawset, table.concat
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local type, unpack, next, error, select = type, unpack, next, error, select
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-- WoW APIs
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local GetTime, C_TimerAfter = GetTime, C_Timer.After
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local GetTime = GetTime
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--[[
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xpcall safecall implementation
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]]
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local xpcall = xpcall
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local function errorhandler(err)
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return geterrorhandler()(err)
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end
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local function CreateDispatcher(argCount)
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local code = [[
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local xpcall, eh = ...
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local method, ARGS
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local function call() return method(ARGS) end
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local function dispatch(func, ...)
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method = func
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if not method then return end
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ARGS = ...
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return xpcall(call, eh)
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end
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return dispatch
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]]
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local ARGS = {}
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for i = 1, argCount do ARGS[i] = "arg"..i end
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code = code:gsub("ARGS", tconcat(ARGS, ", "))
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return assert(loadstring(code, "safecall Dispatcher["..argCount.."]"))(xpcall, errorhandler)
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end
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local Dispatchers = setmetatable({}, {__index=function(self, argCount)
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local dispatcher = CreateDispatcher(argCount)
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rawset(self, argCount, dispatcher)
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return dispatcher
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end})
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Dispatchers[0] = function(func)
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return xpcall(func, errorhandler)
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end
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local function safecall(func, ...)
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return Dispatchers[select("#", ...)](func, ...)
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end
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local function new(self, loop, func, delay, ...)
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if delay < 0.01 then
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delay = 0.01 -- Restrict to the lowest time that the C_Timer API allows us
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delay = 0.01 -- Restrict to the lowest time
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end
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local timer = {
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@@ -40,39 +85,13 @@ local function new(self, loop, func, delay, ...)
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looping = loop,
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argsCount = select("#", ...),
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delay = delay,
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timeleft = delay,
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ends = GetTime() + delay,
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...
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}
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activeTimers[timer] = timer
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-- Create new timer closure to wrap the "timer" object
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timer.callback = function()
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if not timer.cancelled then
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if type(timer.func) == "string" then
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-- We manually set the unpack count to prevent issues with an arg set that contains nil and ends with nil
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-- e.g. local t = {1, 2, nil, 3, nil} print(#t) will result in 2, instead of 5. This fixes said issue.
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timer.object[timer.func](timer.object, unpack(timer, 1, timer.argsCount))
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else
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timer.func(unpack(timer, 1, timer.argsCount))
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end
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if timer.looping and not timer.cancelled then
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-- Compensate delay to get a perfect average delay, even if individual times don't match up perfectly
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-- due to fps differences
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local time = GetTime()
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local delay = timer.delay - (time - timer.ends)
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-- Ensure the delay doesn't go below the threshold
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if delay < 0.01 then delay = 0.01 end
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C_TimerAfter(delay, timer.callback)
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timer.ends = time + delay
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else
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activeTimers[timer.handle or timer] = nil
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end
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end
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end
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C_TimerAfter(delay, timer.callback)
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return timer
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end
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@@ -211,7 +230,6 @@ if oldminor and oldminor < 10 then
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elseif oldminor and oldminor < 17 then
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-- Upgrade from old animation based timers to C_Timer.After timers.
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AceTimer.inactiveTimers = nil
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AceTimer.frame = nil
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local oldTimers = AceTimer.activeTimers
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-- Clear old timer table and update upvalue
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AceTimer.activeTimers = {}
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@@ -276,3 +294,41 @@ end
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for addon in next, AceTimer.embeds do
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AceTimer:Embed(addon)
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end
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AceTimer.frame:SetScript("OnUpdate", function(self, elapsed)
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-- local total = 0
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for _, timer in next, activeTimers do
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-- print(timer.timeleft, timer.object.name)
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if not timer.cancelled then
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if timer.timeleft > elapsed then
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timer.timeleft = timer.timeleft - elapsed
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else
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if type(timer.func) == "string" then
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-- We manually set the unpack count to prevent issues with an arg set that contains nil and ends with nil
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-- e.g. local t = {1, 2, nil, 3, nil} print(#t) will result in 2, instead of 5. This fixes said issue.
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safecall(timer.object[timer.func], timer.object, unpack(timer, 1, timer.argsCount))
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else
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safecall(timer.func, unpack(timer, 1, timer.argsCount))
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end
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if timer.looping and not timer.cancelled then
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-- Compensate delay to get a perfect average delay, even if individual times don't match up perfectly
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-- due to fps differences
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local time = GetTime()
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local delay = timer.delay - (time - timer.ends)
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-- Ensure the delay doesn't go below the threshold
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if delay < 0.01 then delay = 0.01 end
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timer.ends = time + delay
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timer.timeleft = timer.delay
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else
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activeTimers[timer.handle or timer] = nil
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end
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end
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end
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end
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-- if total == 0 then
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-- self:Hide()
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-- end
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end)
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@@ -7,7 +7,7 @@ if not lib then return end
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lib.callbacks = lib.callbacks or LibStub("CallbackHandler-1.0"):New(lib)
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local callbacks = lib.callbacks
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local GetPlayerInfoByGUID, UnitExists, IsAddOnLoaded, C_Timer, UnitIsUnit, SecureButton_GetUnit = GetPlayerInfoByGUID, UnitExists, IsAddOnLoaded, C_Timer, UnitIsUnit, SecureButton_GetUnit
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local GetPlayerInfoByGUID, UnitExists, IsAddOnLoaded, UnitIsUnit, SecureButton_GetUnit = GetPlayerInfoByGUID, UnitExists, IsAddOnLoaded, UnitIsUnit, SecureButton_GetUnit
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local tinsert, CopyTable, wipe = tinsert, CopyTable, wipe
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local maxDepth = 50
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@@ -118,14 +118,23 @@ local function doScanForUnitFrames()
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end
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end
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end
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local waitFrame = CreateFrame("Frame")
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local function waitFrame_OnUpdate(self, elapsed)
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self.delay = (self.delay or 1) - elapsed
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if self.delay < elapsed then
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doScanForUnitFrames()
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self:SetScript("OnUpdate", nil)
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self.delay = nil
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end
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end
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local function ScanForUnitFrames(noDelay)
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if noDelay then
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doScanForUnitFrames()
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elseif not wait then
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wait = true
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C_Timer.After(1, function()
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doScanForUnitFrames()
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end)
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waitFrame:SetScript("OnUpdate", waitFrame_OnUpdate)
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end
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end
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@@ -30,32 +30,6 @@ function CreateFromMixins(...)
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return Mixin({}, ...)
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end
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function Lerp(startValue, endValue, amount)
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return (1 - amount) * startValue + amount * endValue
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end
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function Clamp(value, min, max)
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if value > max then
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return max
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elseif value < min then
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return min
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end
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return value
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end
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function Saturate(value)
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return Clamp(value, 0.0, 1.0)
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end
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local TARGET_FRAME_PER_SEC = 60.0;
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function DeltaLerp(startValue, endValue, amount, timeSec)
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return Lerp(startValue, endValue, Saturate(amount * timeSec * TARGET_FRAME_PER_SEC));
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end
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function FrameDeltaLerp(startValue, endValue, amount, tickTime)
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return DeltaLerp(startValue, endValue, amount, tickTime)
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end
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function Round(value)
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if value < 0 then
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return ceil(value - .5);
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@@ -71,69 +45,6 @@ function tIndexOf(tbl, item)
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end
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end
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local g_updatingBars = {};
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local function IsCloseEnough(bar, newValue, targetValue)
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local min, max = bar:GetMinMaxValues();
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local range = max - min
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if range > 0.0 then
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return math.abs((newValue - targetValue) / range) < .00001
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end
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return true;
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end
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do
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local f = CreateFrame("Frame")
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f:Show()
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f:SetScript("OnUpdate", function(_, elapsed)
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for bar, targetValue in pairs(g_updatingBars) do
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local effectiveTargetValue = Clamp(targetValue, bar:GetMinMaxValues())
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local newValue = FrameDeltaLerp(bar:GetValue(), effectiveTargetValue, .25, elapsed)
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if IsCloseEnough(bar, newValue, effectiveTargetValue) then
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g_updatingBars[bar] = nil
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bar:SetValue(effectiveTargetValue)
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else
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bar:SetValue(newValue)
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end
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end
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end)
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end
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SmoothStatusBarMixin = {}
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function SmoothStatusBarMixin:ResetSmoothedValue(value)
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local targetValue = g_updatingBars[self]
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if targetValue then
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g_updatingBars[self] = nil
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self:SetValue(value or targetValue)
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elseif value then
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self:SetValue(value)
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end
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end
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function SmoothStatusBarMixin:SetSmoothedValue(value)
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g_updatingBars[self] = value
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end
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function SmoothStatusBarMixin:SetMinMaxSmoothedValue(min, max)
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self:SetMinMaxValues(min, max)
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local targetValue = g_updatingBars[self]
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if targetValue then
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local ratio = 1
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if max ~= 0 and self.lastSmoothedMax and self.lastSmoothedMax ~= 0 then
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ratio = max / self.lastSmoothedMax
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end
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g_updatingBars[self] = targetValue * ratio
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end
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self.lastSmoothedMin = min
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self.lastSmoothedMax = max
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end
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local oldGetInstanceDifficulty = GetInstanceDifficulty
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function GetInstanceDifficulty()
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local diff = oldGetInstanceDifficulty()
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@@ -162,102 +73,6 @@ function GetNumGroupMembers()
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return GetNumRaidMembers()
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end
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if not C_Timer or C_Timer._version ~= 2 then
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local setmetatable = setmetatable
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local type = type
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local tinsert = table.insert
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local tremove = table.remove
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C_Timer = C_Timer or {}
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C_Timer._version = 2
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local TickerPrototype = {}
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local TickerMetatable = {
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__index = TickerPrototype,
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__metatable = true
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}
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local waitTable = {}
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local waitFrame = TimerFrame or CreateFrame("Frame", "TimerFrame", UIParent)
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waitFrame:SetScript("OnUpdate", function(self, elapsed)
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local total = #waitTable
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local i = 1
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while i <= total do
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local ticker = waitTable[i]
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if ticker._cancelled then
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tremove(waitTable, i)
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total = total - 1
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elseif ticker._delay > elapsed then
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ticker._delay = ticker._delay - elapsed
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i = i + 1
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else
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ticker._callback(ticker)
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if ticker._remainingIterations == -1 then
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ticker._delay = ticker._duration
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i = i + 1
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elseif ticker._remainingIterations > 1 then
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ticker._remainingIterations = ticker._remainingIterations - 1
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ticker._delay = ticker._duration
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i = i + 1
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elseif ticker._remainingIterations == 1 then
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tremove(waitTable, i)
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total = total - 1
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end
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end
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end
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if #waitTable == 0 then
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self:Hide()
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end
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end)
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local function AddDelayedCall(ticker, oldTicker)
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if oldTicker and type(oldTicker) == "table" then
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ticker = oldTicker
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end
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tinsert(waitTable, ticker)
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waitFrame:Show()
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end
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_G.AddDelayedCall = AddDelayedCall
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local function CreateTicker(duration, callback, iterations)
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local ticker = setmetatable({}, TickerMetatable)
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ticker._remainingIterations = iterations or -1
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ticker._duration = duration
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ticker._delay = duration
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ticker._callback = callback
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AddDelayedCall(ticker)
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return ticker
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end
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function C_Timer.After(duration, callback)
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AddDelayedCall({
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_remainingIterations = 1,
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_delay = duration,
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_callback = callback
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})
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end
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function C_Timer.NewTimer(duration, callback)
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return CreateTicker(duration, callback, 1)
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end
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function C_Timer.NewTicker(duration, callback, iterations)
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return CreateTicker(duration, callback, iterations)
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end
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function TickerPrototype:Cancel()
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self._cancelled = true
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end
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end
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RAID_CLASS_COLORS.HUNTER.colorStr = "ffabd473"
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RAID_CLASS_COLORS.WARLOCK.colorStr = "ff8788ee"
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RAID_CLASS_COLORS.PRIEST.colorStr = "ffffffff"
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@@ -2785,9 +2785,9 @@ end
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-- Thus Reload the options after a very small delay.
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function WeakAuras.ScheduleReloadOptions(data)
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if (type(data.id) ~= "table") then
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C_Timer.After(0.1, function()
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WeakAuras.timer:ScheduleTimer(function()
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WeakAuras.ReloadOptions(data.id)
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end );
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end, 0.1);
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end
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end
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Reference in New Issue
Block a user