local Details = _G.Details local plater_integration_frame = CreateFrame ("frame", "DetailsPlaterFrame", UIParent, "BackdropTemplate") plater_integration_frame.DamageTaken = {} --> aprox. 6 updates per second local CONST_REALTIME_UPDATE_TIME = 0.166 --> how many samples to store, 30 x .166 aprox 5 seconds buffer local CONST_BUFFER_SIZE = 30 --> Dps division factor PLATER_DPS_SAMPLE_SIZE = CONST_BUFFER_SIZE * CONST_REALTIME_UPDATE_TIME --> separate CLEU events from the Tick event for performance plater_integration_frame.OnTickFrame = CreateFrame ("frame", "DetailsPlaterFrameOnTicker", UIParent, "BackdropTemplate") --> on tick function plater_integration_frame.OnTickFrameFunc = function (self, deltaTime) if (self.NextUpdate < 0) then for targetGUID, damageTable in pairs (plater_integration_frame.DamageTaken) do --> total damage local totalDamage = damageTable.TotalDamageTaken local totalDamageFromPlayer = damageTable.TotalDamageTakenFromPlayer --> damage on this update local damageOnThisUpdate = totalDamage - damageTable.LastTotalDamageTaken local damageOnThisUpdateFromPlayer = totalDamageFromPlayer - damageTable.LastTotalDamageTakenFromPlayer --> update the last damage taken damageTable.LastTotalDamageTaken = totalDamage damageTable.LastTotalDamageTakenFromPlayer = totalDamageFromPlayer --> sum the current damage damageTable.CurrentDamage = damageTable.CurrentDamage + damageOnThisUpdate damageTable.CurrentDamageFromPlayer = damageTable.CurrentDamageFromPlayer + damageOnThisUpdateFromPlayer --> add to the buffer the damage added tinsert (damageTable.RealTimeBuffer, 1, damageOnThisUpdate) tinsert (damageTable.RealTimeBufferFromPlayer, 1, damageOnThisUpdateFromPlayer) --> remove the damage from the buffer local damageRemoved = tremove (damageTable.RealTimeBuffer, CONST_BUFFER_SIZE + 1) if (damageRemoved) then damageTable.CurrentDamage = max (damageTable.CurrentDamage - damageRemoved, 0) end local damageRemovedFromPlayer = tremove (damageTable.RealTimeBufferFromPlayer, CONST_BUFFER_SIZE + 1) if (damageRemovedFromPlayer) then damageTable.CurrentDamageFromPlayer = max (damageTable.CurrentDamageFromPlayer - damageRemovedFromPlayer, 0) end end --update time self.NextUpdate = CONST_REALTIME_UPDATE_TIME else self.NextUpdate = self.NextUpdate - deltaTime end end --> parse the damage taken by unit function plater_integration_frame.AddDamageToGUID (sourceGUID, targetGUID, time, amount) local damageTable = plater_integration_frame.DamageTaken [targetGUID] if (not damageTable) then plater_integration_frame.DamageTaken [targetGUID] = { LastEvent = time, TotalDamageTaken = amount, TotalDamageTakenFromPlayer = 0, --for real time RealTimeBuffer = {}, RealTimeBufferFromPlayer = {}, LastTotalDamageTaken = 0, LastTotalDamageTakenFromPlayer = 0, CurrentDamage = 0, CurrentDamageFromPlayer = 0, } --> is the damage from the player it self? if (sourceGUID == plater_integration_frame.PlayerGUID) then plater_integration_frame.DamageTaken [targetGUID].TotalDamageTakenFromPlayer = amount end else damageTable.LastEvent = time damageTable.TotalDamageTaken = damageTable.TotalDamageTaken + amount if (sourceGUID == plater_integration_frame.PlayerGUID) then damageTable.TotalDamageTakenFromPlayer = damageTable.TotalDamageTakenFromPlayer + amount end end end plater_integration_frame:SetScript ("OnEvent", function (self) local time, token, hidding, sourceGUID, sourceName, sourceFlag, sourceFlag2, targetGUID, targetName, targetFlag, targetFlag2, spellID, spellName, spellType, amount, overKill, school, resisted, blocked, absorbed, isCritical = CombatLogGetCurrentEventInfo() --> tamage taken by the GUID unit if (token == "SPELL_DAMAGE" or token == "SPELL_PERIODIC_DAMAGE" or token == "RANGE_DAMAGE" or token == "DAMAGE_SHIELD") then plater_integration_frame.AddDamageToGUID (sourceGUID, targetGUID, time, amount) elseif (token == "SWING_DAMAGE") then --the damage is passed in the spellID argument position plater_integration_frame.AddDamageToGUID (sourceGUID, targetGUID, time, spellID) end end) function Details:RefreshPlaterIntegration() if (Plater and Details.plater.realtime_dps_enabled or Details.plater.realtime_dps_player_enabled or Details.plater.damage_taken_enabled) then --> wipe the cache wipe (plater_integration_frame.DamageTaken) --> read cleu events plater_integration_frame:RegisterEvent ("COMBAT_LOG_EVENT_UNFILTERED") --> start the real time dps updater plater_integration_frame.OnTickFrame.NextUpdate = CONST_REALTIME_UPDATE_TIME plater_integration_frame.OnTickFrame:SetScript ("OnUpdate", plater_integration_frame.OnTickFrameFunc) --> cache the player serial plater_integration_frame.PlayerGUID = UnitGUID ("player") --> cancel the timer if already have one if (plater_integration_frame.CleanUpTimer and not plater_integration_frame.CleanUpTimer._cancelled) then plater_integration_frame.CleanUpTimer:Cancel() end --> cleanup the old tables plater_integration_frame.CleanUpTimer = C_Timer.NewTicker (10, function() local now = time() for GUID, damageTable in pairs (plater_integration_frame.DamageTaken) do if (damageTable.LastEvent + 9.9 < now) then plater_integration_frame.DamageTaken [GUID] = nil end end end) else --> unregister the cleu plater_integration_frame:UnregisterEvent ("COMBAT_LOG_EVENT_UNFILTERED") --> stop the real time updater plater_integration_frame.OnTickFrame:SetScript ("OnUpdate", nil) --> stop the cleanup process if (plater_integration_frame.CleanUpTimer and not plater_integration_frame.CleanUpTimer._cancelled) then plater_integration_frame.CleanUpTimer:Cancel() end end end