ALL THE THINGS

ALL THE THINGS

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Error flying around the Broken Shore

SargonStarblade opened this issue ยท 1 comments

commented

I was flying around the Broken Shore when suddenly my game froze for like 30 seconds. When it resumed I had a BugSack gave me the error message.

BugSack gives this error:

1x AllTheThings/AllTheThings.lua:187: script ran too long
[string "@AllTheThings/AllTheThings.lua"]:187: in function `?'
[string "@AllTheThings/AllTheThings.lua"]:161: in function <AllTheThings/AllTheThings.lua:158>
[string "@AllTheThings/src/base.lua"]:88: in function <AllTheThings/src/base.lua:87>

Locals:
ok = false
err = "AllTheThings/AllTheThings.lua:1941: script ran too long"
(*temporary) = false
(*temporary) = "AllTheThings/AllTheThings.lua:1941: script ran too long"
(*temporary) = false
(*temporary) = "script ran too long"
instance = <no value>
app = <table> {
 CreatePetType = <function> defined @AllTheThings/AllTheThings.lua:9806
 SetDataMember = <function> defined @AllTheThings/AllTheThings.lua:713
 FunctionRunner = <table> {
 }
 SpellNameToSpellID = <table> {
 }
 BaseItemWithFactionID = <table> {
 }
 UniqueModeItemCollectionHelper = <function> defined @AllTheThings/AllTheThings.lua:14908
 IsAccountLinked = <function> defined @AllTheThings/AllTheThings.lua:5904
 BaseAzeriteEssence = <table> {
 }
 PlayCompleteSound = <function> defined @AllTheThings/AllTheThings.lua:1422
 CreateHash = <function> defined @AllTheThings/AllTheThings.lua:2938
 SpellIDToSkillID = <table> {
 }
 BaseItem = <table> {
 }
 FilterItemClass_RequireBinding = <function> defined @AllTheThings/AllTheThings.lua:14114
 ToggleMainList = <function> defined @AllTheThings/AllTheThings.lua:7509
 AccountWideAchievements = true
 PrintGroup = <function> defined @AllTheThings/AllTheThings.lua:92
 ItemBindFilter = <function> defined @AllTheThings/AllTheThings.lua:848
 FillSymlinkAsync = <function> defined @AllTheThings/AllTheThings.lua:4111
 IsComplete = <function> defined @AllTheThings/AllTheThings.lua:2251
 BaseItemWithAchievementID = <table> {
 }
 SearchForField = <function> defined @AllTheThings/AllTheThings.lua:6502
 BaseVignette = <table> {
 }
 TryPopulateQuestRewards = <function> defined @AllTheThings/AllTheThings.lua:8567
 PrintTable = <function> defined @AllTheThings/AllTheThings.lua:109
 CreateMount = <function> defined @AllTheThings/AllTheThings.lua:12760
 ShowPopupDialogWithEditBox = <function> defined @AllTheThings/src/base.lua:187
 PlayRareFindSound = <function> defined @AllTheThings/AllTheThings.lua:1432
 OpenMiniListForCurrentZone = <function> defined @AllTheThings/AllTheThings.lua:19636
 UpdateWindows = <function> defined @AllTheThings/AllTheThings.lua:15672
 BaseTitle = <table> {
 }
 BaseUnit = <table> {
 }
 CreateDeathClass = <function> defined @AllTheThings/AllTheThings.lua:10113
 SortDefaults = <table> {
 }
 InitDataCoroutine = <function> defined @AllTheThings/AllTheThings.lua:23816
 CreateMapWithStyle = <function> defined @AllTheThings/AllTheThings.lua:12613
 GetFactionIDByName = <function> defined @AllTheThings/AllTheThings.lua:10395
 events = <table> {
 }
 BasePetType = <table> {
 }
 RequireFactionFilter = <function> defined @AllTheThings/AllTheThings.lua:14139
 MarkUniqueCollectedSourcesBySource = <function> defined @AllTheThings/AllTheThings.lua:14280
 CreateFollower = <function> defined @AllTheThings/AllTheThings.lua:10959
 FlightPathDB = <table> {
 }
 print = <function> defined @AllTheThings/AllTheThings.lua:83
 CreateFlightPath = <function> defined @AllTheThings/AllTheThings.lua:10869
 BuildCostTable = <function> defined @AllTheThings/AllTheThings.lua:5115
 FilterItemClass_RequiredSkill = <function> defined @AllTheThings/AllTheThings.lua:14131
 RequiredSkillFilter = <function> defined @AllTheThings/AllTheThings.lua:14131
 GetCurrentFactionStandings = <function> defined @AllTheThings/AllTheThings.lua:10440
 ClassIndex = 6
 __callbacks = <table> {
 }
 CleanSourceIgnoredGroups = <function> defined @AllTheThings/AllTheThings.lua:14552
 NestSourceQuestsV2 = <function> defined @AllTheThings/AllTheThings.lua:8179
 CacheF
commented

Not really anything we can do about this... usually the situation is pretty vague as to what might have caused it and typically gets fixed if it's something repeatable. Hopefully it's been resolved by improvements and data cleanup since this post.