LUA error in 2024.17
hollo6 opened this issue ยท 11 comments
Getting the following error quite frequently in this version, was happening 2 or 3 versions before as well and now it's back again.
138x SilverDragon_History/module.lua:259: bad argument #1 to 'SetHeight' (Usage: self:SetHeight(height))
[string "=[C]"]: in function SetHeight' [string "@SilverDragon_History/module.lua"]:259: in function
RefreshForContents'
[string "@SilverDragon_History/module.lua"]:386: in function <SilverDragon_History/module.lua:385>
[string "=[C]"]: ?
[string "@Blizzard_SharedXMLBase/CallbackRegistry.lua"]:144: in function <...eBlizzard_SharedXMLBase/CallbackRegistry.lua:143>
[string "=[C]"]: ?
[string "@Blizzard_SharedXMLBase/CallbackRegistry.lua"]:147: in function TriggerEvent' [string "@Blizzard_SharedXML/DataProvider.lua"]:81: in function
Insert'
[string "@SilverDragon_History/module.lua"]:147: in function AddData' [string "@SilverDragon_History/module.lua"]:103: in function <SilverDragon_History/module.lua:101> [string "=[C]"]: ? [string "@TomTom/libs/CallbackHandler-1.0-8/CallbackHandler-1.0.lua"]:19: in function <...Tom/libs/CallbackHandler-1.0/CallbackHandler-1.0.lua:15> [string "@TomTom/libs/CallbackHandler-1.0-8/CallbackHandler-1.0.lua"]:54: in function
Fire'
[string "@SilverDragon/scan/vignettes.lua"]:228: in function WorkOutMobFromVignette' [string "@SilverDragon/scan/vignettes.lua"]:279: in function
?'
[string "@TomTom/libs/CallbackHandler-1.0-8/CallbackHandler-1.0.lua"]:109: in function <...Tom/libs/CallbackHandler-1.0/CallbackHandler-1.0.lua:109>
[string "=[C]"]: ?
[string "@TomTom/libs/CallbackHandler-1.0-8/CallbackHandler-1.0.lua"]:19: in function <...Tom/libs/CallbackHandler-1.0/CallbackHandler-1.0.lua:15>
[string "@TomTom/libs/CallbackHandler-1.0-8/CallbackHandler-1.0.lua"]:54: in function `Fire'
[string "@TomTom/libs/AceEvent-3.0-4/AceEvent-3.0.lua"]:120: in function <...aceTomTom/libs/AceEvent-3.0/AceEvent-3.0.lua:119>
Locals:
(*temporary) = SilverDragonHistoryFrame {
BottomLeftCorner = Texture {
}
RightEdge = Texture {
}
container = Frame {
}
backdropInfo =
}
TopRightCorner = Texture {
}
dataProvider =
}
resize = Button {
}
clearButton = Button {
}
TopEdge = Texture {
}
TopLeftCorner = Texture {
}
title = FontString {
}
Center = Texture {
}
BottomEdge = Texture {
}
collapseButton = Button {
}
LeftEdge = Texture {
}
BottomRightCorner = Texture {
}
}
(*temporary) = nil
Interesting, I'm not entirely sure how you might have wound up with a non-number saved-height for the window. I can put in something that'll probably help, though.
Could you update to the alpha that'll be generated from that and let me know whether it helped?
I'm still getting the same error :(
Also, with the latest version (v2024.17-4-g37766f6), all the rares are getting repeatedly announced even after killed.
As in multiple times in the same encounter, or just announcing again the next time you see it?
The latter. I see a rare, get a popup, kill it. A few minutes later it is there again and so is the popup. I had it fire for the same rare 3-4 times even.
Would you mind sending me a copy of your savedvariables for SilverDragon at kemayo AT gmail DOT com? I can think of possible reasons, but it'd be easier if I just take a look at how things have wound up getting saved rather than try to describe it all. ๐
@kemayo the history module is bugged, i have it disabled and it still shows up:
walkaround is to disable the module:
Okay! I believe that was was going on for @hollo6 was related to profile-switching, and the new alpha should fix that.
@rursache Are you also using profile switching? It failing to properly cope if the default profile loaded with the module enabled then switching to another profile that had it disabled was a thing that was happening, but if you're not using profiles then it'd presumably be something else...
@kemayo i am not, im using the default/global profile
I think I figured out why the rares were showing up multiple times after already killed.
This was happening around the Spreading the Light event area where several rares have a chat/emote when they spawn, so I think it's the evergreen issue of chat spawn detection not respecting ignore and already killed rules (same as #234 ).