local _detalhes = _G._detalhes local Details = _detalhes local tocName, Details222 = ... ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --local pointers local _ local pairs = pairs --lua local local ipairs = ipairs --lua local local rawget = rawget --lua local local setmetatable = setmetatable --lua local local _table_remove = table.remove --lua local local _bit_band = bit.band --lua local local wipe = table.wipe --lua local local _time = time --lua local local _InCombatLockdown = InCombatLockdown --wow api local local classDamage = _detalhes.atributo_damage --details local local classHeal = _detalhes.atributo_heal --details local local classEnergy = _detalhes.atributo_energy --details local local classUtility = _detalhes.atributo_misc --details local local alvo_da_habilidade = _detalhes.alvo_da_habilidade --details local local habilidade_dano = _detalhes.habilidade_dano --details local local habilidade_cura = _detalhes.habilidade_cura --details local local container_habilidades = _detalhes.container_habilidades --details local local container_combatentes = _detalhes.container_combatentes --details local local container_damage_target = _detalhes.container_type.CONTAINER_DAMAGETARGET_CLASS ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --constants local class_type_dano = _detalhes.atributos.dano local class_type_cura = _detalhes.atributos.cura local class_type_e_energy = _detalhes.atributos.e_energy local class_type_misc = _detalhes.atributos.misc ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --core ---wipe the naming list and rebuild it ---@param actorContainer actorcontainer local fullRemap = function(actorContainer) local namingMap = actorContainer._NameIndexTable wipe(namingMap) for i = 1, #actorContainer._ActorTable do local actorName = actorContainer._ActorTable[i].nome namingMap[actorName] = i end end --reaplica as tabelas no overall function _detalhes:RestauraOverallMetaTables() local is_in_instance = select(1, IsInInstance()) local combate = _detalhes.tabela_overall combate.overall_refreshed = true combate.hasSaved = true combate.__call = _detalhes.call_combate _detalhes.refresh:r_combate (combate) _detalhes.refresh:r_container_combatentes (combate [class_type_dano]) _detalhes.refresh:r_container_combatentes (combate [class_type_cura]) _detalhes.refresh:r_container_combatentes (combate [class_type_e_energy]) _detalhes.refresh:r_container_combatentes (combate [class_type_misc]) _detalhes.refresh:r_container_combatentes (combate [5]) --ghost container local todos_atributos = {combate [class_type_dano]._ActorTable, combate [class_type_cura]._ActorTable, combate [class_type_e_energy]._ActorTable, combate [class_type_misc]._ActorTable} for class_type, atributo in ipairs(todos_atributos) do for _, esta_classe in ipairs(atributo) do local nome = esta_classe.nome if (is_in_instance and _detalhes.remove_realm_from_name) then esta_classe.displayName = nome:gsub(("%-.*"), "") elseif (_detalhes.remove_realm_from_name) then esta_classe.displayName = nome:gsub(("%-.*"), "") --"%*" else esta_classe.displayName = nome end if (class_type == class_type_dano) then _detalhes.refresh:r_atributo_damage (esta_classe) elseif (class_type == class_type_cura) then _detalhes.refresh:r_atributo_heal (esta_classe) elseif (class_type == class_type_e_energy) then _detalhes.refresh:r_atributo_energy (esta_classe) elseif (class_type == class_type_misc) then _detalhes.refresh:r_atributo_misc (esta_classe) end end end for class_type, atributo in ipairs(todos_atributos) do for _, esta_classe in ipairs(atributo) do if (esta_classe.ownerName) then --nome do owner esta_classe.owner = combate (class_type, esta_classe.ownerName) end end end end --reaplica indexes e metatables function _detalhes:RestauraMetaTables() _detalhes.refresh:r_atributo_custom() --container de pets e hist�rico _detalhes.refresh:r_container_pets (_detalhes.tabela_pets) _detalhes.refresh:r_historico (_detalhes.tabela_historico) --tabelas dos combates local combate_overall = _detalhes.tabela_overall local overall_dano = combate_overall [class_type_dano] --damage atalho local overall_cura = combate_overall [class_type_cura] --heal atalho local overall_energy = combate_overall [class_type_e_energy] --energy atalho local overall_misc = combate_overall [class_type_misc] --misc atalho local tabelas_do_historico = _detalhes.tabela_historico.tabelas --atalho --recupera meta function for _, combat_table in ipairs(tabelas_do_historico) do combat_table.__call = _detalhes.call_combate end for i = #tabelas_do_historico-1, 1, -1 do local combat = tabelas_do_historico [i] combat.previous_combat = tabelas_do_historico [i+1] end --tempo padrao do overall local overall_saved = combate_overall.overall_refreshed if (not overall_saved) then combate_overall.start_time = GetTime() combate_overall.end_time = GetTime() end local is_in_instance = select(1, IsInInstance()) --inicia a recupera��o das tabelas e montagem do overall if (#tabelas_do_historico > 0) then for index, combate in ipairs(tabelas_do_historico) do combate.hasSaved = true --recupera a meta e indexes da tabela do combate _detalhes.refresh:r_combate (combate, combate_overall) --aumenta o tempo do combate do overall, seta as datas e os combates armazenados if (not overall_saved and combate.overall_added) then if (combate.end_time and combate.start_time) then combate_overall.start_time = combate_overall.start_time - (combate.end_time - combate.start_time) end -- if (combate_overall.data_inicio == 0) then combate_overall.data_inicio = combate.data_inicio or 0 end combate_overall.data_fim = combate.data_fim or combate_overall.data_fim -- if (not _detalhes.tabela_overall.overall_enemy_name) then _detalhes.tabela_overall.overall_enemy_name = combate.is_boss and combate.is_boss.name or combate.enemy else if (_detalhes.tabela_overall.overall_enemy_name ~= (combate.is_boss and combate.is_boss.name or combate.enemy)) then _detalhes.tabela_overall.overall_enemy_name = "-- x -- x --" end end combate_overall.segments_added =combate_overall.segments_added or {} local date_start, date_end = combate:GetDate() tinsert(combate_overall.segments_added, {name = combate:GetCombatName(true), elapsed = combate:GetCombatTime(), clock = date_start}) end --recupera a meta e indexes dos 4 container _detalhes.refresh:r_container_combatentes (combate [class_type_dano], overall_dano) _detalhes.refresh:r_container_combatentes (combate [class_type_cura], overall_cura) _detalhes.refresh:r_container_combatentes (combate [class_type_e_energy], overall_energy) _detalhes.refresh:r_container_combatentes (combate [class_type_misc], overall_misc) --ghost container if (combate[5]) then _detalhes.refresh:r_container_combatentes (combate [5], combate_overall [5]) end --tabela com os 4 tabelas de jogadores local todos_atributos = {combate [class_type_dano]._ActorTable, combate [class_type_cura]._ActorTable, combate [class_type_e_energy]._ActorTable, combate [class_type_misc]._ActorTable} for class_type, atributo in ipairs(todos_atributos) do for _, esta_classe in ipairs(atributo) do local nome = esta_classe.nome if (is_in_instance and _detalhes.remove_realm_from_name) then esta_classe.displayName = nome:gsub(("%-.*"), "") elseif (_detalhes.remove_realm_from_name) then esta_classe.displayName = nome:gsub(("%-.*"), "") --%* else esta_classe.displayName = nome end local shadow if (class_type == class_type_dano) then if (combate.overall_added and not overall_saved) then shadow = classDamage:r_connect_shadow (esta_classe) else shadow = classDamage:r_onlyrefresh_shadow (esta_classe) end elseif (class_type == class_type_cura) then if (combate.overall_added and not overall_saved) then shadow = classHeal:r_connect_shadow (esta_classe) else shadow = classHeal:r_onlyrefresh_shadow (esta_classe) end elseif (class_type == class_type_e_energy) then if (combate.overall_added and not overall_saved) then shadow = classEnergy:r_connect_shadow (esta_classe) else shadow = classEnergy:r_onlyrefresh_shadow (esta_classe) end elseif (class_type == class_type_misc) then if (combate.overall_added and not overall_saved) then shadow = classUtility:r_connect_shadow (esta_classe) else shadow = classUtility:r_onlyrefresh_shadow (esta_classe) end end end end --reconstr�i a tabela dos pets for class_type, atributo in ipairs(todos_atributos) do for _, esta_classe in ipairs(atributo) do if (esta_classe.ownerName) then --nome do owner esta_classe.owner = combate (class_type, esta_classe.ownerName) end end end end --fim end --restaura last_events_table local primeiro_combate = tabelas_do_historico [1] --primeiro combate if (primeiro_combate) then primeiro_combate [1]:ActorCallFunction (classDamage.r_last_events_table) primeiro_combate [2]:ActorCallFunction (classHeal.r_last_events_table) end local segundo_combate = tabelas_do_historico [2] --segundo combate if (segundo_combate) then segundo_combate [1]:ActorCallFunction (classDamage.r_last_events_table) segundo_combate [2]:ActorCallFunction (classHeal.r_last_events_table) end end function _detalhes:DoInstanceCleanup() --normal instances for _, esta_instancia in ipairs(_detalhes.tabela_instancias) do if (esta_instancia.StatusBar.left) then esta_instancia.StatusBarSaved = { ["left"] = esta_instancia.StatusBar.left.real_name or "NONE", ["center"] = esta_instancia.StatusBar.center.real_name or "NONE", ["right"] = esta_instancia.StatusBar.right.real_name or "NONE", } esta_instancia.StatusBarSaved.options = { [esta_instancia.StatusBarSaved.left] = esta_instancia.StatusBar.left.options, [esta_instancia.StatusBarSaved.center] = esta_instancia.StatusBar.center.options, [esta_instancia.StatusBarSaved.right] = esta_instancia.StatusBar.right.options } end --erase all widgets frames esta_instancia.scroll = nil esta_instancia.baseframe = nil esta_instancia.bgframe = nil esta_instancia.bgdisplay = nil esta_instancia.freeze_icon = nil esta_instancia.freeze_texto = nil esta_instancia.barras = nil esta_instancia.showing = nil esta_instancia.agrupada_a = nil esta_instancia.grupada_pos = nil esta_instancia.agrupado = nil esta_instancia._version = nil esta_instancia.h_baixo = nil esta_instancia.h_esquerda = nil esta_instancia.h_direita = nil esta_instancia.h_cima = nil esta_instancia.break_snap_button = nil esta_instancia.alert = nil esta_instancia.StatusBar = nil esta_instancia.consolidateFrame = nil esta_instancia.consolidateButtonTexture = nil esta_instancia.consolidateButton = nil esta_instancia.lastIcon = nil esta_instancia.firstIcon = nil esta_instancia.menu_attribute_string = nil esta_instancia.wait_for_plugin_created = nil esta_instancia.waiting_raid_plugin = nil esta_instancia.waiting_pid = nil end --unused instances for _, esta_instancia in ipairs(_detalhes.unused_instances) do if (esta_instancia.StatusBar.left) then esta_instancia.StatusBarSaved = { ["left"] = esta_instancia.StatusBar.left.real_name or "NONE", ["center"] = esta_instancia.StatusBar.center.real_name or "NONE", ["right"] = esta_instancia.StatusBar.right.real_name or "NONE", } esta_instancia.StatusBarSaved.options = { [esta_instancia.StatusBarSaved.left] = esta_instancia.StatusBar.left.options, [esta_instancia.StatusBarSaved.center] = esta_instancia.StatusBar.center.options, [esta_instancia.StatusBarSaved.right] = esta_instancia.StatusBar.right.options } end --erase all widgets frames esta_instancia.scroll = nil esta_instancia.baseframe = nil esta_instancia.bgframe = nil esta_instancia.bgdisplay = nil esta_instancia.freeze_icon = nil esta_instancia.freeze_texto = nil esta_instancia.barras = nil esta_instancia.showing = nil esta_instancia.agrupada_a = nil esta_instancia.grupada_pos = nil esta_instancia.agrupado = nil esta_instancia._version = nil esta_instancia.h_baixo = nil esta_instancia.h_esquerda = nil esta_instancia.h_direita = nil esta_instancia.h_cima = nil esta_instancia.break_snap_button = nil esta_instancia.alert = nil esta_instancia.StatusBar = nil esta_instancia.consolidateFrame = nil esta_instancia.consolidateButtonTexture = nil esta_instancia.consolidateButton = nil esta_instancia.lastIcon = nil esta_instancia.firstIcon = nil esta_instancia.menu_attribute_string = nil esta_instancia.wait_for_plugin_created = nil esta_instancia.waiting_raid_plugin = nil esta_instancia.waiting_pid = nil end end function _detalhes:DoOwnerCleanup() local combats = _detalhes.tabela_historico.tabelas or {} local overall_added if (not _detalhes.overall_clear_logout) then tinsert(combats, _detalhes.tabela_overall) overall_added = true end for index, combat in ipairs(combats) do for index, container in ipairs(combat) do for index, esta_classe in ipairs(container._ActorTable) do esta_classe.owner = nil end end end if (overall_added) then tremove(combats, #combats) end end function _detalhes:DoClassesCleanup() local combats = _detalhes.tabela_historico.tabelas or {} local overall_added if (not _detalhes.overall_clear_logout) then tinsert(combats, _detalhes.tabela_overall) overall_added = true end for index, combat in ipairs(combats) do for class_type, container in ipairs(combat) do for index, esta_classe in ipairs(container._ActorTable) do esta_classe.displayName = nil esta_classe.minha_barra = nil if (class_type == class_type_dano) then _detalhes.clear:c_atributo_damage (esta_classe) elseif (class_type == class_type_cura) then _detalhes.clear:c_atributo_heal (esta_classe) elseif (class_type == class_type_e_energy) then _detalhes.clear:c_atributo_energy (esta_classe) elseif (class_type == class_type_misc) then _detalhes.clear:c_atributo_misc (esta_classe) end end end end if (overall_added) then tremove(combats, #combats) end end function _detalhes:DoContainerCleanup() local combats = _detalhes.tabela_historico.tabelas or {} local overall_added if (not _detalhes.overall_clear_logout) then tinsert(combats, _detalhes.tabela_overall) overall_added = true end for index, combat in ipairs(combats) do _detalhes.clear:c_combate (combat) for index, container in ipairs(combat) do _detalhes.clear:c_container_combatentes (container) end end if (overall_added) then tremove(combats, #combats) end end function _detalhes:DoContainerIndexCleanup() local combats = _detalhes.tabela_historico.tabelas or {} local overall_added if (not _detalhes.overall_clear_logout) then tinsert(combats, _detalhes.tabela_overall) overall_added = true end for index, combat in ipairs(combats) do for index, container in ipairs(combat) do _detalhes.clear:c_container_combatentes_index (container) end end if (overall_added) then tremove(combats, #combats) end end --limpa indexes, metatables e shadows function _detalhes:PrepareTablesForSave() _detalhes.clear_ungrouped = true --clear instances _detalhes:DoInstanceCleanup() _detalhes:DoClassesCleanup() --aumentou 1 combat _detalhes:DoContainerCleanup() --aumentou 1 combat --clear combats local tabelas_de_combate = {} local historico_tabelas = _detalhes.tabela_historico.tabelas or {} --remove os segmentos de trash for i = #historico_tabelas, 1, -1 do local combate = historico_tabelas [i] if (combate:IsTrash()) then table.remove (historico_tabelas, i) end end --remove os segmentos > que o limite permitido para salvar if (_detalhes.segments_amount_to_save and _detalhes.segments_amount_to_save < _detalhes.segments_amount) then for i = _detalhes.segments_amount, _detalhes.segments_amount_to_save+1, -1 do if (_detalhes.tabela_historico.tabelas [i]) then table.remove (_detalhes.tabela_historico.tabelas, i) end end end --tabela do combate atual local tabela_atual = _detalhes.tabela_vigente or _detalhes.combate:NovaTabela (_, _detalhes.tabela_overall) --limpa a tabela overall if (_detalhes.overall_clear_logout) then _detalhes.tabela_overall = nil _detalhes_database.tabela_overall = nil else local _combate = _detalhes.tabela_overall _combate.previous_combat = nil local todos_atributos = {_combate [class_type_dano] or {}, _combate [class_type_cura] or {}, _combate [class_type_e_energy] or {}, _combate [class_type_misc] or {}} for class_type, _tabela in ipairs(todos_atributos) do local conteudo = _tabela._ActorTable --Limpa tabelas que n�o estejam em grupo if (conteudo) then if (_detalhes.clear_ungrouped) then --if (not _detalhes.clear_ungrouped) then local _iter = {index = 1, data = conteudo[1], cleaned = 0} --._ActorTable[1] para pegar o primeiro index while (_iter.data) do --search key: ~deletar ~apagar local can_erase = true if (_iter.data.grupo or _iter.data.boss or _iter.data.boss_fight_component or _iter.data.pvp_component or _iter.data.fight_component) then can_erase = false else local owner = _iter.data.owner if (owner) then local owner_actor = _combate [class_type]._NameIndexTable [owner.nome] if (owner_actor) then local owner_actor = _combate [class_type]._ActorTable [owner_actor] if (owner_actor) then if (owner.grupo or owner.boss or owner.boss_fight_component or owner.fight_component) then can_erase = false end end end end end if (can_erase) then _table_remove(conteudo, _iter.index) _iter.cleaned = _iter.cleaned + 1 _iter.data = conteudo [_iter.index] else _iter.index = _iter.index + 1 _iter.data = conteudo [_iter.index] end end if (_iter.cleaned > 0) then fullRemap(_tabela) end end end end end for _, _tabela in ipairs(historico_tabelas) do tabelas_de_combate [#tabelas_de_combate+1] = _tabela end for tabela_index, _combate in ipairs(tabelas_de_combate) do --limpa a tabela do grafico if (_detalhes.clear_graphic) then _combate.TimeData = {} end --limpa a referencia do ultimo combate _combate.previous_combat = nil local container_dano = _combate [class_type_dano] or {} local container_cura = _combate [class_type_cura] or {} local container_e_energy = _combate [class_type_e_energy] or {} local container_misc = _combate [class_type_misc] or {} local todos_atributos = {container_dano, container_cura, container_e_energy, container_misc} local IsBossEncounter = _combate.is_boss if (IsBossEncounter) then if (_combate.pvp) then IsBossEncounter = false end end if (not _combate.is_mythic_dungeon_segment) then for class_type, _tabela in ipairs(todos_atributos) do local conteudo = _tabela._ActorTable --Limpa tabelas que n�o estejam em grupo if (conteudo) then if (_detalhes.clear_ungrouped) then --n�o deleta dummies e actors de fora do grupo --if (not _detalhes.clear_ungrouped) then local _iter = {index = 1, data = conteudo[1], cleaned = 0} --._ActorTable[1] para pegar o primeiro index while (_iter.data) do --search key: ~deletar ~apagar local can_erase = true if (_iter.data.grupo or _iter.data.boss or _iter.data.boss_fight_component or IsBossEncounter or _iter.data.pvp_component or _iter.data.fight_component) then can_erase = false else local owner = _iter.data.owner if (owner) then local owner_actor = _combate [class_type]._NameIndexTable [owner.nome] if (owner_actor) then local owner_actor = _combate [class_type]._ActorTable [owner_actor] if (owner_actor) then if (owner.grupo or owner.boss or owner.boss_fight_component or owner.fight_component) then can_erase = false end end end end end if (can_erase) then if (not _iter.data.owner) then --pet local myself = _iter.data if (myself.tipo == class_type_dano or myself.tipo == class_type_cura and _combate.totals [myself.tipo] and myself.total) then _combate.totals [myself.tipo] = _combate.totals [myself.tipo] - (myself.total or 0) if (myself.grupo) then _combate.totals_grupo [myself.tipo] = _combate.totals_grupo [myself.tipo] - (myself.total or 0) end elseif (myself.tipo == class_type_e_energy and _combate.totals [myself.tipo] and _combate.totals [myself.tipo] [myself.powertype] and myself.total) then _combate.totals [myself.tipo] [myself.powertype] = _combate.totals [myself.tipo] [myself.powertype] - (myself.total or 0) if (myself.grupo) then _combate.totals_grupo [myself.tipo] [myself.powertype] = _combate.totals_grupo [myself.tipo] [myself.powertype] - (myself.total or 0) end elseif (myself.tipo == class_type_misc) then if (myself.cc_break and _combate.totals[myself.tipo] and _combate.totals [myself.tipo] and _combate.totals [myself.tipo] ["cc_break"]) then _combate.totals [myself.tipo] ["cc_break"] = _combate.totals [myself.tipo] ["cc_break"] - (myself.cc_break or 0) if (myself.grupo) then _combate.totals_grupo [myself.tipo] ["cc_break"] = _combate.totals_grupo [myself.tipo] ["cc_break"] - (myself.cc_break or 0) end end if (myself.ress and _combate.totals [myself.tipo] and _combate.totals [myself.tipo] ["ress"]) then _combate.totals [myself.tipo] ["ress"] = _combate.totals [myself.tipo] ["ress"] - (myself.ress or 0) if (myself.grupo) then _combate.totals_grupo [myself.tipo] ["ress"] = _combate.totals_grupo [myself.tipo] ["ress"] - (myself.ress or 0) end end --n�o precisa diminuir o total dos buffs e debuffs if (myself.cooldowns_defensive and _combate.totals [myself.tipo] and _combate.totals [myself.tipo] ["cooldowns_defensive"]) then _combate.totals [myself.tipo] ["cooldowns_defensive"] = _combate.totals [myself.tipo] ["cooldowns_defensive"] - (myself.cooldowns_defensive or 0) if (myself.grupo) then _combate.totals_grupo [myself.tipo] ["cooldowns_defensive"] = _combate.totals_grupo [myself.tipo] ["cooldowns_defensive"] - (myself.cooldowns_defensive or 0) end end if (myself.interrupt and _combate.totals [myself.tipo] and _combate.totals [myself.tipo] ["interrupt"]) then _combate.totals [myself.tipo] ["interrupt"] = _combate.totals [myself.tipo] ["interrupt"] - (myself.interrupt or 0) if (myself.grupo) then _combate.totals_grupo [myself.tipo] ["interrupt"] = _combate.totals_grupo [myself.tipo] ["interrupt"] - (myself.interrupt or 0) end end if (myself.dispell and _combate.totals [myself.tipo] and _combate.totals [myself.tipo] ["dispell"]) then _combate.totals [myself.tipo] ["dispell"] = _combate.totals [myself.tipo] ["dispell"] - (myself.dispell or 0) if (myself.grupo) then _combate.totals_grupo [myself.tipo] ["dispell"] = _combate.totals_grupo [myself.tipo] ["dispell"] - (myself.dispell or 0) end end if (myself.dead and _combate.totals [myself.tipo] and _combate.totals [myself.tipo] ["dead"]) then _combate.totals [myself.tipo] ["dead"] = _combate.totals [myself.tipo] ["dead"] - (myself.dead or 0) if (myself.grupo) then _combate.totals_grupo [myself.tipo] ["dead"] = _combate.totals_grupo [myself.tipo] ["dead"] - (myself.dead or 0) end end end end _table_remove(conteudo, _iter.index) _iter.cleaned = _iter.cleaned + 1 _iter.data = conteudo [_iter.index] else _iter.index = _iter.index + 1 _iter.data = conteudo [_iter.index] end end if (_iter.cleaned > 0) then fullRemap(_tabela) end end end end end --end is mythic dungeon segment end --panic mode if (_detalhes.segments_panic_mode and _detalhes.can_panic_mode) then if (_detalhes.tabela_vigente.is_boss) then _detalhes.tabela_historico = _detalhes.historico:NovoHistorico() end end --clear all segments on logoff if (_detalhes.data_cleanup_logout) then _detalhes.tabela_historico = _detalhes.historico:NovoHistorico() _detalhes.tabela_overall = nil _detalhes_database.tabela_overall = nil end --clear customs _detalhes.clear:c_atributo_custom() --clear owners _detalhes:DoOwnerCleanup() --cleaer container indexes _detalhes:DoContainerIndexCleanup() end function _detalhes:reset_window(instancia) if (instancia.segmento == -1) then instancia.showing[instancia.atributo].need_refresh = true instancia.v_barras = true instancia:ResetaGump() instancia:RefreshMainWindow(true) end end ---start/restart the internal garbage collector runtime ---@param bShouldForceCollect boolean if true, the garbage collector will run regardless of the time interval ---@param lastEvent unixtime no call is passing lastEvent at the moment function Details222.GarbageCollector.RestartInternalGarbageCollector(bShouldForceCollect, lastEvent) --print("d! debug: running garbage collector...") if (not bShouldForceCollect) then local thisTime = Details222.GarbageCollector.lastCollectTime + Details222.GarbageCollector.intervalTime if (thisTime > Details._tempo + 1) then return elseif (Details.in_combat or _InCombatLockdown() or Details:IsInInstance()) then Details.Schedules.After(5, Details222.GarbageCollector.RestartInternalGarbageCollector, false, lastEvent) return end else if (type(bShouldForceCollect) ~= "boolean") then if (bShouldForceCollect == 1) then if (Details.in_combat or _InCombatLockdown()) then Details.Schedules.After(5, Details222.GarbageCollector.RestartInternalGarbageCollector, bShouldForceCollect, lastEvent) return end end end end if (Details.debug) then if (bShouldForceCollect) then Details:Msg("(debug) collecting garbage with forced state:", bShouldForceCollect) else Details:Msg("(debug) collecting garbage.") end end --cleanup all the parser caches Details:ClearParserCache() --cleanup lines which isn't shown but has an actor attached to for instanceId, instanceObject in Details:ListInstances() do if (instanceObject.barras and instanceObject.barras[1]) then for i, lineRow in ipairs(instanceObject.barras) do if (not lineRow:IsShown()) then lineRow.minha_tabela = nil end end end end --print("d! debug: RunGarbageCollector() Start") ---@type number local amountActorRemoved = Details222.GarbageCollector.RunGarbageCollector(lastEvent) --print("d! debug: RunGarbageCollector() Ended, cleanup:", amountActorRemoved, "actors.") --139 actor removed, but don't remove anything (/reload it remove again) --UpdateAddOnMemoryUsage() --local memoryUsage = GetAddOnMemoryUsage("Details") --print("Memory:", floor(memoryUsage)/1000, "MBytes") --refresh nas janelas if (amountActorRemoved > 0) then Details:InstanciaCallFunction(Details.reset_window) end Details:TimeMachineMaintenance() --cleanup backlisted pets within the handler of actor containers Details:PetContainerCleanup() Details:ClearCCPetsBlackList() --cleanup spec cache Details:ResetSpecCache() --cleanup the shield cache wipe(Details.ShieldCache) --set the time of the last run Details222.GarbageCollector.lastCollectTime = Details._tempo if (Details.debug) then Details:Msg("(debug) executing: collectgarbage().") collectgarbage() end end ---check all the actors and remove the ones which are not in use ---@param combatObject combat ---@param overriteInterval unixtime ---@return integer local collectGarbage = function(combatObject, overriteInterval) --amount of actors removed local amountCleaned = 0 --do not collect things in a mythic+ dungeon segment if (combatObject.is_mythic_dungeon_trash or combatObject.is_mythic_dungeon_run_id or combatObject.is_mythic_dungeon_segment) then return amountCleaned end ---@type number local _tempo = _time() for containerId = 1, 4 do local actorContainer = combatObject:GetContainer(containerId) ---@type table local actorList = actorContainer:GetActorTable() local beforeCleanupAmountOfActors = #actorList for actorIndex = #actorList, 1, -1 do ---@type actor local actorObject = actorList[actorIndex] if (not actorObject.grupo and not actorObject.boss and not actorObject.fight_component and not actorObject.boss_fight_component) then local canCollect = false --check the time of the last seen event coming from the actor ---@type unixtime local lastSeenEventTime = actorObject.last_event ---@type number local nextGarbageCollection if (overriteInterval) then nextGarbageCollection = lastSeenEventTime + overriteInterval else nextGarbageCollection = lastSeenEventTime + Details222.GarbageCollector.intervalTime end if (nextGarbageCollection - 1 < _tempo) then local owner = actorObject.owner --is the name or object? if (owner) then --local owner_actor = combatObject (tipo, owner.nome) if (not owner.grupo and not owner.boss and not owner.boss_fight_component) then canCollect = true end else canCollect = true end end if (canCollect) then if (not actorObject.owner) then --not a pet actorObject:subtract_total(combatObject) end amountCleaned = amountCleaned + 1 if (containerId == 1 or containerId == 2) then --damage or healing Details.timeMachine:UnregisterActor(actorObject) end --remove the actor from the container tremove(actorList, actorIndex) end end end if (amountCleaned > 0) then fullRemap(combatObject[containerId]) combatObject[containerId].need_refresh = true --print(beforeCleanupAmountOfActors, "before cleanup, after:", #combatObject[1]._ActorTable) end end return amountCleaned end ---run the garbage collector ---@param overriteLastEvent unixtime function Details222.GarbageCollector.RunGarbageCollector(overriteLastEvent) ---@type number local amountRemoved = 0 --create a list of all combats except the current one ---@type table local allSegments = Details:GetCombatSegments() ---@type table local segmentsList = {} for _, combatObject in ipairs(allSegments) do if (combatObject ~= Details.tabela_vigente) then segmentsList[#segmentsList+1] = combatObject end end --add the current segment at the end of the list segmentsList[#segmentsList+1] = Details.tabela_vigente --collect the garbage for i, combatObject in ipairs(segmentsList) do local removedActors = collectGarbage(combatObject, overriteLastEvent) if (i == #segmentsList) then --print("current segment removed:", removedActors, "actors.") end amountRemoved = amountRemoved + removedActors end ---@type combat local overallCombatObject = Details.tabela_overall amountRemoved = amountRemoved + collectGarbage(overallCombatObject, overriteLastEvent) if (amountRemoved > 0) then Details:InstanciaCallFunction(Details.ScheduleUpdate) Details:RefreshMainWindow(-1) end return amountRemoved end