lua error freeing table
KyrosKrane opened this issue ยท 2 comments
While flying around The Azure Span, this error popped up. It's notable because it was in a Blizzard error frame, even though I have Buggrabber/Bugsack loaded. I don't know if this is an SD error or a Blizz error fundamentally.
Message: Attempted to release inactive object 'table: 0000025FE4E52DA0'
Time: Tue Aug 20 15:04:19 2024
Count: 1
Stack: Attempted to release inactive object 'table: 0000025FE4E52DA0'
[string "@Interface/AddOns/Blizzard_SharedXMLBase/Pools.lua"]:79: in function <Interface/AddOns/Blizzard_SharedXMLBase/Pools.lua:68>
[string "=(tail call)"]: ?
[string "@Interface/AddOns/SilverDragon/targets/queue.lua"]:28: in function `Release'
[string "@Interface/AddOns/SilverDragon/targets/popup.lua"]:584: in function <Interface/AddOns/SilverDragon/targets/popup.lua:571>
[string "=[C]"]: ?
[string "=[C]"]: in function `Hide'
[string "@Interface/AddOns/SilverDragon/targets/popup.lua"]:685: in function `?'
[string "@Interface/AddOns/SilverDragon/targets/popup.lua"]:446: in function <Interface/AddOns/SilverDragon/targets/popup.lua:445>
Locals: self = <table> {
activeObjects = <table> {
}
proxy = <table> {
}
activeObjectCount = <table> {
}
capacity = Infinite
inactiveObjects = <table> {
}
}
object = SilverDragonPopupButton1 {
glow = Texture {
}
close = SilverDragonPopupButton1CloseButton {
}
animFade = AnimationGroup {
}
status = FontString {
}
background = Texture {
}
model = PlayerModel {
}
shine = Texture {
}
source = FontString {
}
waitingToHide = false
scripts = <table> {
}
look = "SilverDragon"
dead = Texture {
}
animIn = AnimationGroup {
}
title = FontString {
}
lootIcon = Button {
}
raidIcon = Texture {
}
modelbg = Texture {
}
}
canFailToFindObject = nil
active = false
Seems like the same kind of issue as #277, which I fixed earlier. I think that what happened is that in 11.0.0 Blizzard added some warning code when you double-release a frame, so anywhere that wasn't being careful about managing that is now seeing occasional errors. In this case the path is when a frame can't hide until combat was over...