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local _detalhes = _G.Details
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()
---@type number
for containerId = 1, 4 do
---@type actorcontainer
local actorContainer = combatObject:GetContainer(containerId)
---@type table<number, actor>
local actorList = actorContainer:GetActorTable()
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
local actorName = actorObject:Name()
combatObject:RemoveActorFromSpellCastTable(actorName)
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<number, combat>
local allSegments = Details:GetCombatSegments()
---@type table
local segmentsList = {}
---@type combat
local currentCombat = Details:GetCurrentCombat()
for _, combatObject in ipairs(allSegments) do
if (combatObject ~= currentCombat) then
segmentsList[#segmentsList+1] = combatObject
end
end
--add the current segment at the end of the list
segmentsList[#segmentsList+1] = currentCombat
--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