
Timers are not populating in 11.2
Talutha opened this issue ยท 9 comments
Running through both The Rookery and Operation Floodgate, the timer shows 0:00 and immediately shows the group going over time as soon as the key starts. Not sure if this is happening in all dungeons but I suspect that it is.
What levels were the keys seeing the issues? I have done a handful of 2s and have seen the issue in all of them, but have watched other keys +4 and above that seemed fine.
+2 and +3 keys have no affixes so curious if that is part of the issue...seems to be the only common factor I have noticed @happenslol
Seems to me like the key max time is not always being reported correctly, which might even be a bug on blizzards side. I'll keep posting updates here.
I've seen it not work in
- Cinderbrew
- Priory
- Workshop
- Motherlode
havent done any other key yet, but these i do for sure know it didnt give me the timer, key name, etc
Weirdly, from other reports it seems to not happen in all dungeons. Thanks for the report, I'll have a look as soon as possible (probably tonight).
Bored tonight so did some poking around...Still finding that keys sub +4 are the ones having the issue for me. I also imported a weak aura timer that appears to be grabbing the timer length properly to test and compare.
I called different functions from WD from the game in a +2 ToP with the /script command and was able to get the mapId (382) and the timer amount (2040) just fine. Threw both calls into a script with the SetTimeLimit function and the timelimit updates to the proper number until reloaded.
/script mapId=C_ChallengeMode.GetActiveChallengeMapID() timeLimit=select(3, C_ChallengeMode.GetMapUIInfo(mapId)) WarpDeplete:SetTimeLimit(timeLimit)
Not sure if any of this will be useful info to you, but beats sitting around bored :)
@Erieeroot thanks, that definitely helps!
My current theory is that something (either the time limit, or the map id, or both) are not available at the exact time the start event is received, but are available after that.
The solution would be to save whether or not we got all key information, and keep refreshing it in the timer loop if we didn't. I'll create a test version for that today. Sadly won't have time to test it until the evening.
Since you wont be able to test it til later I played around a bit more :)
Might be a dirty way of doing it, but these seems to have cleared it up and nothing funky going on.
Created a new event:
function WarpDeplete.FixTimer()
mapId = C_ChallengeMode.GetActiveChallengeMapID()
if mapId then
timeLimit = select(3, C_ChallengeMode.GetMapUIInfo(mapId))
WarpDeplete:SetTimeLimit(timeLimit)
end
end
and added this to the OnTimerTick :
if (not timeLimit or timeLimit <= 0) then
WarpDeplete.FixTimer()
print("fixing timer...")
end
If nothing else it proves the concept. Doing this causes the timer to load properly now. Once you patch it up for real I can test and verify if you like.