WarpDeplete

WarpDeplete

432k Downloads

Objective tracker not always staying hidden

Erieeroot opened this issue ยท 19 comments

commented

Hey again...

Sorry to keep bugging you haha. I love the look of the addon so I keep testing it and finding things. No LUA error with this one though.

Now with the latest version it does indeed load in keys, but I have found a few times where the objective tracker randomly becomes unhidden. Here is a vid I took on an alt where on death it would reshow the tracker....It did not happen every time, but it did happen both times in the video.

A few times it popped up randomly while just sitting in the dungeon...reloading or running in/out rehid it.

https://youtu.be/GRqeuHUlmOM

I had debug turned on, but didn't see anything odd.....let me know if you need any other testing/info and I'll be glad to do what I can.

commented

The new patch has changed a lot of things and many addons are currently scrambling to fix stuff, that's the case for this addon as well.

Can you verify whether you are on 3.0.0 or 3.0.1? I know that this problem was appearing some time and we fixed it at least for some of the cases... Can you narrow down when it happens and when it doesn't?

And just to make this clear - this is not a bug, technically it's just "missing functionality". Blizzard decided to randomly re-show the default objective timer if it's hidden in the newest patch, so now we have to manually re-hide it whenever they attempt to do that. It seems we're still missing a few hooks that unhide it, and these have to be added in.

commented

Definitely on 3.0.1.

Narrowing it down to specific events is tough...like I showed in the video it definitely happens on death events, but there were a few times before that video that I jumped off and it rehid it properly. Last night I ran Nokhud Offensive, it hid as soon as the key started as it should, then after taking off and flying towards the first boss area it randomly reappeared in mid air....nothing I could tell triggered it.

I can keep watching out for different triggers, but this is all I could gather for now.

commented

Something that just occurred to me...I typically use Kaliel's Tracker, but it has not been touched for 11.0.0 yet and is beyond broken so I have had it off this whole time...When I enable it (while broken and riddled with lua errors) the tracker seems to not appear on death or at random anymore. With a quick find it seems in the core file it checks for the addon and has a WarpDeplete:HideExternals() function....

Not sure if Kaliel's is doing some other hiding voodoo or what....though this would be worth mentioning though...I'll keep testing and letting you know.

commented

Alright, I can reproduce it pretty consistently in Academy. If I run at the start of the key and jump across the gap and keep running, it usually appears shortly after. Here is an event trace of the last 4sec before it happened. Don't see anything off, but again trying to give you all the info I can lol.

`
[312] SPELL_ACTIVATION_OVERLAY_HIDE nil

[313] SPELL_ACTIVATION_OVERLAY_HIDE nil

[314] SPELL_ACTIVATION_OVERLAY_HIDE nil

[315] SPELL_ACTIVATION_OVERLAY_HIDE nil

[316] BAG_UPDATE_COOLDOWN

[317] SPELL_ACTIVATION_OVERLAY_HIDE nil

[318] SPELL_ACTIVATION_OVERLAY_HIDE nil

[319] SPELL_ACTIVATION_OVERLAY_HIDE nil

[320] SPELL_ACTIVATION_OVERLAY_HIDE nil

[321] SPELL_ACTIVATION_OVERLAY_HIDE nil

[322] SPELL_ACTIVATION_OVERLAY_HIDE nil

[323] SPELL_ACTIVATION_OVERLAY_HIDE nil

[324] UNIT_AURA "player", table: 000001ECB1AF1500

[325] ACTIONBAR_UPDATE_COOLDOWN

[326] SPELL_UPDATE_COOLDOWN

[327] MOUNT_JOURNAL_USABILITY_CHANGED

[328] SPELL_ACTIVATION_OVERLAY_HIDE nil

[329] AREA_POIS_UPDATED

[330] FOG_OF_WAR_UPDATED

[331] SPELL_UPDATE_USABLE

[332] SPELL_UPDATE_USABLE

[333] UNIT_FLAGS "player"

[334] UNIT_FLAGS "player"

[335] ACTION_USABLE_CHANGED table: 000001EBE1743D50

[336] ACTIONBAR_UPDATE_USABLE

[337] SPELL_UPDATE_USABLE

[338] SPELL_ACTIVATION_OVERLAY_HIDE nil

[339] SPELL_ACTIVATION_OVERLAY_HIDE nil

[340] SPELL_ACTIVATION_OVERLAY_HIDE nil

[341] SPELL_ACTIVATION_OVERLAY_HIDE nil

[342] SPELL_ACTIVATION_OVERLAY_HIDE nil

[343] SPELL_ACTIVATION_OVERLAY_HIDE nil

[344] SPELL_ACTIVATION_OVERLAY_HIDE nil

[345] SPELL_ACTIVATION_OVERLAY_HIDE nil

[346] SPELL_ACTIVATION_OVERLAY_HIDE nil

[347] SPELL_ACTIVATION_OVERLAY_HIDE nil

[348] SPELL_ACTIVATION_OVERLAY_HIDE nil

[349] SPELL_ACTIVATION_OVERLAY_HIDE nil

[350] SPELL_ACTIVATION_OVERLAY_HIDE nil

[351] SPELL_ACTIVATION_OVERLAY_HIDE nil

[352] SPELL_ACTIVATION_OVERLAY_HIDE nil

[353] SPELL_ACTIVATION_OVERLAY_HIDE nil

[354] SPELL_ACTIVATION_OVERLAY_HIDE nil

[355] SPELL_ACTIVATION_OVERLAY_HIDE nil

[356] SPELL_ACTIVATION_OVERLAY_HIDE nil

[357] SPELL_ACTIVATION_OVERLAY_HIDE nil

[358] SPELL_ACTIVATION_OVERLAY_HIDE nil

[359] SPELL_ACTIVATION_OVERLAY_HIDE nil

[360] CHAT_MSG_MONSTER_YELL "Welcome to Algeth'ar Academy! I am delighted that you received our invitation. The_"

[361] BAG_UPDATE_COOLDOWN

[362] COMBAT_LOG_EVENT_UNFILTERED

[363] BAG_UPDATE_COOLDOWN

[364] UNIT_AURA "player", table: 000001ECBCCC50E0

[365] ACTIONBAR_UPDATE_COOLDOWN

[366] SPELL_UPDATE_COOLDOWN

[367] BAG_UPDATE_COOLDOWN

[368] UNIT_AURA "player", table: 000001ED479FFA50

[369] ACTIONBAR_UPDATE_COOLDOWN

[370] SPELL_UPDATE_COOLDOWN

[371] SPELL_ACTIVATION_OVERLAY_HIDE nil

[372] SPELL_ACTIVATION_OVERLAY_HIDE nil

[373] ZONE_CHANGED

[374] MOUNT_JOURNAL_USABILITY_CHANGED

[375] AREA_POIS_UPDATED

[376] FOG_OF_WAR_UPDATED

[377] QUEST_WATCH_LIST_CHANGED nil, nil

[378] SPELL_UPDATE_USABLE

[379] BAG_UPDATE_COOLDOWN

[380] UNIT_AURA "player", table: 000001ED5DBEAE40

[381] ACTIONBAR_UPDATE_COOLDOWN

[382] SPELL_UPDATE_COOLDOWN

[383] FriendsFrame.OnFriendsOnlineUpdated (CR: table: 000001EBF614D170) 53

[384] BN_FRIEND_INFO_CHANGED 25

[385] FriendsFrame.OnFriendsOnlineUpdated (CR: table: 000001EBF614D170) 53

[386] BN_FRIEND_INFO_CHANGED 6

[387] FriendsFrame.OnFriendsOnlineUpdated (CR: table: 000001EBF614D170) 53

[388] BN_FRIEND_INFO_CHANGED 25

[389] SPELL_ACTIVATION_OVERLAY_HIDE nil

[390] SPELL_ACTIVATION_OVERLAY_HIDE nil

[391] SPELL_ACTIVATION_OVERLAY_HIDE nil

[392] SPELL_ACTIVATION_OVERLAY_HIDE nil

[393] PLAYER_STOPPED_MOVING

[394] GLOBAL_MOUSE_DOWN (CR: table: 000001EBF614D170) "LeftButton"

[395] GLOBAL_MOUSE_DOWN "LeftButton"

[396] --- Event logging paused ---`

commented

Yeah, we've added a few more events to the list that re-hides the tracker. Other addons seem to be hiding the timer on every single combat event, but I don't want to do that since it might have a possible performance impact. However, that means it's going to be a bit of a cat-and-mouse game to find all the events that unhide the objective frame.

commented

It seems like 3.0.2 may have fixed the on death reappearances...I still randomly get it to appear in AA after jumping that gap though. I made a macro to rehide it for now lol "/run WarpDeplete:HideBlizzardObjectiveTracker()"

commented

Well the way I did it, and I hate my self fot that :) was create a function in the Events.lua

function WarpDeplete:HideObjectiveTrackerFrame()
  if ObjectiveTrackerFrame:IsVisible() then
    ObjectiveTrackerFrame:Hide()
  end
end

and on the line 420 call it

self:HideObjectiveTrackerFrame()

It's a dirt quick fix, but I need it... In fact, I don't see any performance impact.

Other addons seem to be hiding the timer on every single combat event, but I don't want to do that since it might have a possible performance impact.

If I don't see any impact with each tick of the timer, in the case of events there shouldn't be any problem.

commented

If you think it would be helpful, I will keep trying to monitor the events right before I see it happen in keys and report any different ones that may pop up....I'm glad you fixed the death one though because my repair bills on that alt were starting to pile up LOL.

commented

In Nokhud Offensive it seems to be just constant....even standing still away from everything.

The only 2 events firing are UPDATE_UI_WIDGET and SPELL_ACTIVATION_OVERLAY_HIDE

I played around with what XCreative did and actually modified it a bit....made it print a message when it rehid the tracker, and It appears that every 10sec on the dot it is triggering....which looking back now is probably as frequent as I was seeing it pop up.....so bizarre lol

commented

Went back into Algeth'ar and it triggered only once after jumping the gap.....Earlier in the evening I ran AA and it was reappearing on the trash around the Overgrown Ancient, but I can't test that alone on this lowly mistweaver alt lol.

I can also attest to no visible performance hit....Even sacrificed myself to the mobs for science.

commented

That's so weird. I suppose I'll push out a hotfix that just constantly hides it on every tick while in a challenge, and keep looking for a better solution. I'll probably get around to that later today.

commented

@Erieeroot Could you test the branch hide-objective-tracker-cleu? I want to make sure someone has done a few runs with it before I publish it.

commented

Sure thing, I'm on it.

commented

Alright so got in an RLP (which I hadn't tested before) and it seemed to be fine.

AA still unhid it after the gap, and it did not rehide it.

NO showed it briefly after takeoff, but it did rehide after a second or two and I haven't seen it again.

You added the hide to the OnCombatLogEvent right? That may explain why it didn't rehide on AA, there is no combat until you jump, pick your flight, and then go to the mobs...at that point it would hide but not sure if/when it would come back.

NO there are mobs fighting all over on the ground, so perhaps those entries in the combat log rehid it after a few seconds once I got closer to them?

Honestly on tick would give the cleanest look (what we tested last night with XCreative's hack) but I understand the hesitance to do so :) lol

commented

Alright so got in an RLP (which I hadn't tested before) and it seemed to be fine.

AA still unhid it after the gap, and it did not rehide it.

NO showed it briefly after takeoff, but it did rehide after a second or two and I haven't seen it again.

You added the hide to the OnCombatLogEvent right? That may explain why it didn't rehide on AA, there is no combat until you jump, pick your flight, and then go to the mobs...at that point it would hide but not sure if/when it would come back.

NO there are mobs fighting all over on the ground, so perhaps those entries in the combat log rehid it after a few seconds once I got closer to them?

Honestly on tick would give the cleanest look (what we tested last night with XCreative's hack) but I understand the hesitance to do so :) lol

Just verified, when I flew away from combat areas in NO, it did indeed reshow the tracker...so that means flying between boss areas is going to do that everytime :/

commented

The tracker doesn't seem to reappear quite as frequently but it definitely does.... In a month it won't matter because the dungeon won't be a challenge mode anymore.... But I haven't tested beta yet so I don't know if there will be similar situations in the new rotation.

commented

Hey there, just wanted to check in with you again.

I have been doing a lot of testing with the quick and dirty fix of having it go every tick... Keys have been flawless, on death events don't even flash the tracker for a split second, and performance hasn't faltered at all. I assume it is because the actual act of hiding it only happens when it starts to show. Each tick it is just looking for it and not actually performing any action.

I am more than happy to test any other builds you want to push out, I was only playing with the quick fix because there were concerns about performance impact and I had nothing else to do lol.

commented

Hey, I was waiting for a response on #77. As I mentioned there, I would like someone to actually get a CPU profile before I merge, but as soon as I can get that from anyone I'm open to fixing up the remaining comments I've made there myself and merging immediately.

It's an iffy situation for me because I'm currently too busy to play, so I have to rely on others to do the testing, and I have to make sure the changes work for everyone before I can merge anything safely. So, sorry for the delay!

commented

I've now added the fix in #77, v3.0.3 should fix this problem. Please reopen if there are any further issues or performance problems.