GSE: Sequences, Variables, Macros

GSE: Sequences, Variables, Macros

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[BUG] No Skyriding controls via Consoleport with GSE enabled

themrjawbones opened this issue Β· 8 comments

commented

πŸ”΅ Describe the bug:
As of GSE 3.2.18, with Consoleport 2.9.40 loaded, upon mounting a Skyriding mount, the Consoleport actionbar no longer switches to Skyriding controls.

πŸ”΅ To reproduce: (Steps to reproduce the behavior)

  1. Install GSE 3.2.18
  2. Install Consoleport 2.9.40
  3. Assign a Skyriding mount to a controller button
  4. Setup Skyriding binds in Consoleport Bindings settings on the Skyriding actionbar
  5. Press said button to summon Skyriding mount
  6. When mounting is complete, the bar that shows Vigor charges is visible as normal but the Consoleport actionbar does not change to Skyriding keybinds.
  7. Disable GSE 3.2.18 addon and repeat steps 5-6, at which point Consoleport actionbar will change to Skyriding as normal.

πŸ”΅ The error:
No error appears, either in chat or as a separate popup.


πŸ”΅ Screenshots:
Four screenshots attached.

πŸ”΅ Expected behavior:
See screenshot 4. Consoleport actionbar should switch to Skyriding controls when mounted, except with GSE enabled obviously.

πŸ”΅ GSE.lua file:
Attached.

πŸ”΅ Desktop (please complete the following information):

  • OS: Windows 11 Home 23H2
  • Game Version: Retail 11.0.5 (57689) (Release x64) Nov 19 2024

πŸ”΅ GSE Version:

  • Version: 3.2.18
  • Downloaded From: Curseforge

πŸ”΅ Additional context:
Inventory of attachments (9 total):

  • 1.jpg (screenshot showing unmounted state with both GSE & Consoleport loaded)
  • 2.jpg (screenshot showing mounted state with both GSE & Consoleport loaded) This is the "broken" state
  • 3.jpg (screenshot showing unmounted state having disabled GSE)
  • 4.jpg (screenshot showing mounted state having disabled GSE) This is the "working" state and was normal with GSE enabled PRIOR TO the 3.2.18 update
  • consoleport_2.9.40 (settings export string from Consoleport)
  • GSE.lua.txt (GSE lua file)
  • Consoleport.lua.txt (Consoleport lua file)
  • Consoleport_Bar.lua.txt (Consoleport lua file)
commented

Minor Note: The Skyriding bar is active but just not shown. The normal keyboard/mouse controls for Skyriding still work here.

commented

I have found the cause, however fixing it is more complicated.

This all comes down to LibActionButtton. GSE and ConsolePort have different versions of this Lib and this working depends on the order that these are loaded. What is occurring is ConsolePort loads, it then loads in LibActionButton. It sets up button states. GSE has ConsolePort as an optional dependency so it generally loads after the core of ConsolePort loads. There is a race here between CP’s ActionBar addon and GSE. If GSE is loaded before CPAB the LibActionButton is updated to the newer on that GSE has and everything behaves. However if GSE loads after CPAB has setup then when GSE loads LibActionButton, LibStub detects that GSE has a later version of LAB and replaces the old LAB with the new but it doesn’t maintain the button config and resets the buttons to their pre CPAB state.

The immediate workaround is to edit the LibActionButton.lua file locally in GSE\API and add the word return to the first line. This will prevent the GEar version of LAB from loading until I can resolve this. Actually that will cause other problems. You will need to roll back to the 3.2.17-b version from the Releases section here.

commented

Interesting, thanks so much for looking at it.

I did some testing and it appears that the issue does not occur when using certain actionbar loadouts within Consoleport. The commonality seems to be that only ones affected are ones with "normal-looking" action bars (square) as opposed to the rounded clusters. Based on your analysis, I assume LibActionButton must be the key difference between the two types of elements. At this point I can either roll back or just switch to a different loadout in Consoleport. Six of one, half dozen of another as they say. In the interest of simplicity I'll likely just switch loadouts.

Again, thank you for your time sir!

commented

Thank you for that - that gives me more ideas on what to look into.

commented

Interesting, thanks so much for looking at it.

I did some testing and it appears that the issue does not occur when using certain actionbar loadouts within Consoleport. The commonality seems to be that only ones affected are ones with "normal-looking" action bars (square) as opposed to the rounded clusters. Based on your analysis, I assume LibActionButton must be the key difference between the two types of elements. At this point I can either roll back or just switch to a different loadout in Consoleport. Six of one, half dozen of another as they say. In the interest of simplicity I'll likely just switch loadouts.

Again, thank you for your time sir!

This isn’t quite right, I’m using round buttons in the cluster and the issue occurs as described.

commented

Yeah I realized this also late last night. I had the issue re-occur with the round buttons but only after I got one of those "taint" errors that makes you reload. Not sure what addon caused it but I do get that from time to time. Also after reload it started working again with a square button loadout which seemed odd but I suppose it comes down to that LIbActionButton race between GSE and Consoleport. For now, my workaround is I put Skyriding controls on a normal actionbar with a modifier, that way if it works normally then great otherwise I have a backup. Fun times!

commented

Very much appreciated!

commented

While working this out I have added in the following option in GSE's Troubleshooting area to turn off the updated LAB - this is in 3.2.18-a

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