WoWInterface SVN LibResInfo

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LibResInfo-1.0/LibResInfo-1.0.toc File deleted \ No newline at end of file
LibResInfo-1.0/README.md File deleted
LibResInfo-1.0/LICENSE.txt File deleted
LibResInfo-1.0/LibResInfo-1.0.lua New file
0,0 → 1,702
--[[--------------------------------------------------------------------
LibResInfo-1.0
Library to provide information about resurrections in your group.
Copyright (c) 2012-2014 Phanx. All rights reserved.
See the accompanying README and LICENSE files for more information.
http://www.wowinterface.com/downloads/info21467-LibResInfo-1.0.html
http://wow.curseforge.com/addons/libresinfo/
------------------------------------------------------------------------
TODO:
* Handle Reincarnation with some guesswork?
* Clear data when releasing spirit
----------------------------------------------------------------------]]
 
local DEBUG_LEVEL = GetAddOnMetadata("LibResInfo-1.0", "Version") and 1 or 0
local DEBUG_FRAME = ChatFrame3
 
------------------------------------------------------------------------
 
local MAJOR, MINOR = "LibResInfo-1.0", 21
assert(LibStub, MAJOR.." requires LibStub")
assert(LibStub("CallbackHandler-1.0"), MAJOR.." requires CallbackHandler-1.0")
local lib, oldminor = LibStub:NewLibrary(MAJOR, MINOR)
if not lib then return end
 
------------------------------------------------------------------------
 
local callbacks = lib.callbacks or LibStub("CallbackHandler-1.0"):New(lib)
local eventFrame = lib.eventFrame or CreateFrame("Frame")
 
local guidFromUnit = lib.guidFromUnit or {} -- t[unit] = guid -- table lookup is faster than calling UnitGUID
local nameFromGUID = lib.nameFromGUID or {} -- t[guid] = name
local unitFromGUID = lib.unitFromGUID or {} -- t[guid] = unit
 
local castingSingle = lib.castingSingle or {} -- t[casterGUID] = { startTime = <number>, endTime = <number>, target = <guid> }
local castingMass = lib.castingMass or {} -- t[casterGUID] = endTime
local hasPending = lib.hasPending or {} -- t[targetGUID] = endTime
 
local hasSoulstone = lib.hasSoulstone or {} -- t[targetGUID] = <boolean>
local isDead = lib.isDead or {} -- t[targetGUID] = <boolean>
local isGhost = lib.isGhost or {} -- t[targetGUID] = <boolean>
 
------------------------------------------------------------------------
 
lib.callbacks = callbacks
lib.eventFrame = eventFrame
 
lib.guidFromUnit = guidFromUnit
lib.nameFromGUID = nameFromGUID
lib.unitFromGUID = unitFromGUID
 
lib.castingSingle = castingSingle
lib.castingMass = castingMass
lib.hasPending = hasPending
 
lib.hasSoulstone = hasSoulstone
lib.isDead = isDead
lib.isGhost = isGhost
 
------------------------------------------------------------------------
 
local RESURRECT_PENDING_TIME = 60
local RELEASE_PENDING_TIME = 360
local RECENTLY_MASS_RESURRECTED = GetSpellInfo(95223)
local SOULSTONE = GetSpellInfo(20707)
 
local resSpells = {
[2008] = GetSpellInfo(2008), -- Ancestral Spirit (shaman)
[8342] = GetSpellInfo(8342), -- Defibrillate (item: Goblin Jumper Cables)
[22999] = GetSpellInfo(22999), -- Defibrillate (item: Goblin Jumper Cables XL)
[54732] = GetSpellInfo(54732), -- Defibrillate (item: Gnomish Army Knife)
[126393] = GetSpellInfo(126393), -- Eternal Guardian (hunter pet: quilien)
[61999] = GetSpellInfo(61999), -- Raise Ally (death knight)
[20484] = GetSpellInfo(20484), -- Rebirth (druid)
[7328] = GetSpellInfo(7328), -- Redemption (paladin)
[2006] = GetSpellInfo(2006), -- Resurrection (priest)
[115178] = GetSpellInfo(115178), -- Resuscitate (monk)
[50769] = GetSpellInfo(50769), -- Revive (druid)
[982] = GetSpellInfo(982), -- Revive Pet (hunter)
[20707] = GetSpellInfo(20707), -- Soulstone (warlock)
[83968] = GetSpellInfo(83968), -- Mass Resurrection
}
 
------------------------------------------------------------------------
 
local next, pairs, GetNumGroupMembers, GetTime, IsInGroup, IsInRaid, UnitAura, UnitCastingInfo, UnitGUID, UnitHasIncomingResurrection, UnitHealth, UnitIsConnected, UnitIsDead, UnitIsDeadOrGhost, UnitIsGhost, UnitName
= next, pairs, GetNumGroupMembers, GetTime, IsInGroup, IsInRaid, UnitAura, UnitCastingInfo, UnitGUID, UnitHasIncomingResurrection, UnitHealth, UnitIsConnected, UnitIsDead, UnitIsDeadOrGhost, UnitIsGhost, UnitName
 
------------------------------------------------------------------------
 
local function debug(level, text, ...)
if level <= DEBUG_LEVEL then
if ... then
if type(text) == "string" and strfind(text, "%%[dfqsx%d%.]") then
text = format(text, ...)
else
text = strjoin(" ", tostringall(text, ...))
end
else
text = tostring(text)
end
DEBUG_FRAME:AddMessage("|cff00ddba[LRI]|r " .. text)
end
end
 
local newTable, remTable
do
local pool = {}
function newTable()
local t = next(pool)
if t then
pool[t] = nil
return t
end
return {}
end
function remTable(t)
pool[wipe(t)] = true
return nil
end
end
 
------------------------------------------------------------------------
 
lib.callbacksInUse = lib.callbacksInUse or {}
 
eventFrame:SetScript("OnEvent", function(self, event, ...)
return self[event] and self[event](self, event, ...)
end)
 
function callbacks:OnUsed(lib, callback)
if not next(lib.callbacksInUse) then
debug(1, "Callbacks in use! Starting up...")
eventFrame:RegisterEvent("GROUP_ROSTER_UPDATE")
eventFrame:RegisterEvent("PLAYER_ENTERING_WORLD")
eventFrame:RegisterEvent("INCOMING_RESURRECT_CHANGED")
eventFrame:RegisterEvent("UNIT_SPELLCAST_INTERRUPTED")
eventFrame:RegisterEvent("UNIT_SPELLCAST_START")
eventFrame:RegisterEvent("UNIT_SPELLCAST_STOP")
eventFrame:RegisterEvent("UNIT_SPELLCAST_SUCCEEDED")
eventFrame:RegisterEvent("UNIT_AURA")
eventFrame:RegisterEvent("UNIT_CONNECTION")
eventFrame:RegisterEvent("UNIT_HEALTH")
eventFrame:GROUP_ROSTER_UPDATE("OnUsed")
end
lib.callbacksInUse[callback] = true
end
 
function callbacks:OnUnused(lib, callback)
lib.callbacksInUse[callback] = nil
if not next(lib.callbacksInUse) then
debug(1, "No callbacks in use. Shutting down...")
eventFrame:UnregisterAllEvents()
eventFrame:Hide()
wipe(guidFromUnit)
wipe(nameFromGUID)
wipe(unitFromGUID)
for caster, data in pairs(castingSingle) do
castingSingle[caster] = remTable(data)
end
wipe(castingMass)
wipe(hasPending)
wipe(hasSoulstone)
wipe(isDead)
wipe(isGhost)
end
end
 
------------------------------------------------------------------------
 
function lib.RegisterAllCallbacks(handler, method, includeMassRes)
lib.RegisterCallback(handler, "LibResInfo_ResCastStarted", method)
lib.RegisterCallback(handler, "LibResInfo_ResCastCancelled", method)
lib.RegisterCallback(handler, "LibResInfo_ResCastFinished", method)
 
if includeMassRes then
lib.RegisterCallback(handler, "LibResInfo_MassResStarted", method)
lib.RegisterCallback(handler, "LibResInfo_MassResCancelled", method)
lib.RegisterCallback(handler, "LibResInfo_MassResFinished", method)
lib.RegisterCallback(handler, "LibResInfo_UnitUpdate", method)
end
 
lib.RegisterCallback(handler, "LibResInfo_ResPending", method)
lib.RegisterCallback(handler, "LibResInfo_ResUsed", method)
lib.RegisterCallback(handler, "LibResInfo_ResExpired", method)
end
 
------------------------------------------------------------------------
-- Returns information about the res being cast on the specified unit.
-- Arguments: unit (unitID or GUID)
-- Returns: resType (string), endTime (number), caster (unitID), casterGUID
-- * All returns are nil if no res is being cast on the unit.
-- * resType is one of:
-- - SELFRES if the unit has a Soulstone or other self-res ability available,
-- - PENDING if the unit already has a res available to accept, or
-- - CASTING if a res is being cast on the unit.
-- * caster and casterGUID are nil if the unit is being Mass Ressed.
------------------------------------------------------------------------
 
function lib:UnitHasIncomingRes(unit)
if type(unit) ~= "string" then return end
local guid
if strmatch(unit, "^Player%-") then
guid = unit
unit = unitFromGUID[guid]
else
guid = UnitGUID(unit)
unit = unitFromGUID[guid]
end
if not guid or not unit or not UnitIsDeadOrGhost(unit) or not UnitIsConnected(unit) then
return
end
if hasPending[guid] then
local state = hasSoulstone[guid] and "SELFRES" or "PENDING"
debug(2, "UnitHasIncomingRes", nameFromGUID[guid], state)
return state, hasPending[guid]
end
 
local state, firstCaster, firstEnd
for caster, data in pairs(castingSingle) do
if data.target == guid then
if not firstEnd or data.endTime < firstEnd then
state, firstCaster, firstEnd = "CASTING", caster, data.endTime
end
end
end
if not UnitDebuff(unit, RECENTLY_MASS_RESURRECTED) then
for caster, endTime in pairs(castingMass) do
if not firstEnd or endTime < firstEnd then
state, firstCaster, firstEnd = "MASSRES", caster, endTime
end
end
end
if state and firstCaster and firstEnd then
debug(2, "UnitHasIncomingRes", nameFromGUID[guid], state, nameFromGUID[firstCaster])
return state, firstEnd, unitFromGUID[firstCaster], firstCaster
end
--debug(3, "UnitHasIncomingRes", nameFromGUID[guid], "nil")
end
 
------------------------------------------------------------------------
-- Return information about the res being cast by the specified unit.
-- Arguments: unit (unitID or GUID)
-- Returns: endTime (number), target (unitID), targetGUID (guid), isFirst (boolean)
-- * all returns are nil if the unit is not casting a res
-- * target and targetGUID are nil if the unit is casting Mass Res
------------------------------------------------------------------------
 
function lib:UnitIsCastingRes(unit)
if type(unit) ~= "string" then return end
local guid
if strmatch(unit, "^Player%-") then
guid = unit
unit = unitFromGUID[guid]
else
guid = UnitGUID(unit)
unit = unitFromGUID[guid]
end
if not guid or not unit then
return
end
 
local casting = castingSingle[guid]
if casting then
local endTime, target, isFirst = casting.endTime, casting.target, true
-- TODO: Handle edge case where this function is called in between the cast start and the target identification?
for caster, data in pairs(castingSingle) do
if data.target == target and data.endTime < endTime then
isFirst = false
break
end
end
debug(2, "UnitIsCastingRes", nameFromGUID[guid], "casting on", nameFromGUID[casting.target], isFirst and "(first)" or "(duplicate)")
return endTime, unitFromGUID[casting.target], casting.target, isFirst
end
 
casting = castingMass[guid]
if casting then
local endTime, isFirst = casting, true
for caster, endTime2 in pairs(castingMass) do
if endTime2 < endTime then
isFirst = false
break
end
end
debug(2, "UnitIsCastingRes", nameFromGUID[guid], "casting Mass Res", isFirst and "(first)" or "(duplicate)")
return endTime, nil, nil, isFirst
end
 
--debug(3, "UnitIsCastingRes", nameFromGUID[guid], "nil")
end
 
------------------------------------------------------------------------
-- Handle group changes:
 
local function AddUnit(unit)
local guid = UnitGUID(unit)
if not guid then return end
guidFromUnit[unit] = guid
nameFromGUID[guid] = UnitName(unit)
unitFromGUID[guid] = unit
-- Check for soulstones:
eventFrame:UNIT_AURA("AddUnit", unit)
end
 
function eventFrame:GROUP_ROSTER_UPDATE(event)
debug(3, event)
 
-- Update guid <==> unit mappings:
wipe(guidFromUnit)
wipe(unitFromGUID)
if IsInRaid() then
for i = 1, GetNumGroupMembers() do
AddUnit("raid"..i)
AddUnit("raidpet"..i)
end
else
AddUnit("player")
AddUnit("pet")
if IsInGroup() then
for i = 1, GetNumGroupMembers() - 1 do
AddUnit("party"..i)
AddUnit("partypet"..i)
end
end
end
 
-- Remove data for single casters no longer in the group:
for caster, data in pairs(castingSingle) do
if not unitFromGUID[caster] then
local target = data.target
castingSingle[caster] = remTable(data)
debug(1, ">> ResCastCancelled on", nameFromGUID[target], "by", nameFromGUID[caster], "(caster left group)")
callbacks:Fire("LibResInfo_ResCastCancelled", unitFromGUID[target], target, nil, caster)
end
end
 
-- Remove data for mass casters no longer in the group:
for caster in pairs(castingMass) do
if not unitFromGUID[caster] then
castingMass[caster] = nil
debug(1, ">> MassResCancelled by", nameFromGUID[caster], "(left group)")
callbacks:Fire("LibResInfo_MassResCancelled", nil, caster)
end
end
 
-- Remove data for targets no longer in the group:
for caster, data in pairs(castingSingle) do
local target = data.target
if not unitFromGUID[target] then
castingSingle[caster] = remTable(data)
-- TODO: Is this callback needed, or will the cast cancel on its own?
debug(1, ">> ResCastCancelled on", nameFromGUID[target], "by", nameFromGUID[caster], "(target left group)")
callbacks:Fire("LibResInfo_ResCastCancelled", nil, target, unitFromGUID[caster], caster)
end
end
 
-- Remove data for waiters no longer in the group:
for target in pairs(hasPending) do
if not unitFromGUID[target] then
hasPending[target] = nil
debug(1, ">> ResExpired on", nameFromGUID[target], "(left group)")
callbacks:Fire("LibResInfo_ResExpired", nil, target)
end
end
 
-- Unregister unit events and stop the timer if there are no waiters:
if not next(hasPending) then
debug(3, "Nobody pending, stop timer")
self:Hide()
end
 
-- Unregister CLEU if there are no casts:
if not next(castingSingle) and not next(castingMass) then
debug(3, "Nobody casting, unregistering CLEU")
self:UnregisterEvent("COMBAT_LOG_EVENT_UNFILTERED")
end
 
-- Remove names no longer in the group:
for guid, name in pairs(nameFromGUID) do
if not unitFromGUID[guid] then
debug(4, name, "is no longer in the group")
nameFromGUID[guid] = nil
end
end
end
 
eventFrame.PLAYER_ENTERING_WORLD = eventFrame.GROUP_ROSTER_UPDATE
 
------------------------------------------------------------------------
 
function eventFrame:INCOMING_RESURRECT_CHANGED(event, unit)
local guid = guidFromUnit[unit]
if not guid then return end
 
local hasRes = UnitHasIncomingResurrection(unit)
debug(3, event, nameFromGUID[guid], hasRes)
 
if hasRes then
-- Unit has a res incoming. Match it to a spell.
local now = GetTime()
for caster, data in pairs(castingSingle) do
if not data.target and data.startTime - now < 10 then
-- Found it!
data.target = guid
debug(1, ">> ResCastStarted on", nameFromGUID[guid], "by", nameFromGUID[caster], "in", event)
callbacks:Fire("LibResInfo_ResCastStarted", unit, guid, unitFromGUID[caster], caster, data.endTime)
break
end
end
-- TODO: Why was I searching for finished casts here???
else
-- Check if unit previously had any resses.
for caster, data in pairs(castingSingle) do
if data.target == guid then
debug(4, nameFromGUID[caster], "was casting...")
if data.startTime then
debug(4, "...and stopped.")
castingSingle[caster] = remTable(data)
debug(1, ">> ResCastCancelled", "on", nameFromGUID[guid], "by", nameFromGUID[casterGUID], "in", event)
callbacks:Fire("LibResInfo_ResCastCancelled", unit, guid, unitFromGUID[casterGUID], casterGUID)
else
debug(4, "...and finished.")
castingSingle[caster] = remTable(data)
hasPending[guid] = nil
debug(1, ">> ResCastFinished", "on", nameFromGUID[guid], "by", nameFromGUID[casterGUID], "in", event)
callbacks:Fire("LibResInfo_ResCastFinished", unit, guid, unitFromGUID[casterGUID], casterGUID)
self:RegisterEvent("COMBAT_LOG_EVENT_UNFILTERED")
end
end
end
end
end
 
------------------------------------------------------------------------
 
function eventFrame:UNIT_SPELLCAST_START(event, unit, spellName, _, _, spellID)
if not resSpells[spellID] then return end
local guid = guidFromUnit[unit]
if not guid then return end
debug(3, event, nameFromGUID[guid], "casting", spellName)
 
local _, _, _, _, startTime, endTime = UnitCastingInfo(unit)
 
if spellID == 83968 then -- Mass Resurrection
castingMass[guid] = endTime / 1000
debug(1, ">> MassResStarted", nameFromGUID[guid])
callbacks:Fire("LibResInfo_MassResStarted", unit, guid, endTime / 1000)
return
end
 
local data = newTable()
data.startTime = startTime / 1000
data.endTime = endTime / 1000
castingSingle[guid] = data
end
 
function eventFrame:UNIT_SPELLCAST_SUCCEEDED(event, unit, spellName, _, _, spellID)
if not resSpells[spellID] then return end
local guid = guidFromUnit[unit]
if not guid then return end
 
debug(3, event, nameFromGUID[guid], "finished", spellName)
 
if spellID == 83968 then -- Mass Resurrection
castingMass[guid] = nil
debug(1, ">> MassResFinished", nameFromGUID[guid])
callbacks:Fire("LibResInfo_MassResFinished", unit, guid)
self:RegisterEvent("COMBAT_LOG_EVENT_UNFILTERED")
return
end
 
local data = castingSingle[guid]
if data then -- No START event for instant cast spells.
local target = data.target
if not target then
-- Probably Soulstone precast on a live target.
return
end
data.finished = true -- Flag so STOP can ignore this.
debug(1, ">> ResCastFinished", "on", nameFromGUID[target], "by", nameFromGUID[guid], "in", event)
callbacks:Fire("LibResInfo_ResCastFinished", unitFromGUID[target], target, unit, guid)
end
 
debug(3, "Registering CLEU")
self:RegisterEvent("COMBAT_LOG_EVENT_UNFILTERED")
end
 
function eventFrame:UNIT_SPELLCAST_STOP(event, unit, spellName, _, _, spellID)
if not resSpells[spellID] then return end
local guid = guidFromUnit[unit]
if not guid then return end
 
debug(3, event, nameFromGUID[guid], "stopped", spellName)
 
if spellID == 83968 then -- Mass Resurrection
if not castingMass[guid] then return end -- already SUCCEEDED
castingMass[guid] = nil
debug(1, ">> MassResCancelled", nameFromGUID[guid])
callbacks:Fire("LibResInfo_MassResCancelled", unit, guid)
else
local data = castingSingle[guid]
if data then
local target = data.target
local finished = data.finished
castingSingle[guid] = remTable(data)
if finished or not target then
-- no target = Probably Soulstone precast on a live target.
-- finished = Cast finished. Don't fire a callback or unregister CLEU.
return
end
debug(1, ">> ResCastCancelled", "on", nameFromGUID[target], "by", nameFromGUID[guid])
callbacks:Fire("LibResInfo_ResCastCancelled", unitFromGUID[target], target, unit, guid)
end
end
 
-- Unregister CLEU if there are no casts:
if not next(castingSingle) and not next(castingMass) then
debug(3, "Nobody casting, unregistering CLEU")
self:UnregisterEvent("COMBAT_LOG_EVENT_UNFILTERED")
end
end
 
eventFrame.UNIT_SPELLCAST_INTERRUPTED = eventFrame.UNIT_SPELLCAST_STOP
 
------------------------------------------------------------------------
 
function eventFrame:COMBAT_LOG_EVENT_UNFILTERED(event, timestamp, combatEvent, hideCaster, sourceGUID, sourceName, sourceFlags, sourceRaidFlags, destGUID, destName, destFlags, destRaidFlags, spellID, spellName, spellSchool)
if combatEvent ~= "SPELL_RESURRECT" then return end
 
local destUnit = unitFromGUID[destGUID]
if not destUnit then return end
debug(3, combatEvent, "on", destName, "by", sourceName)
 
local now = GetTime()
local endTime = now + RESURRECT_PENDING_TIME
 
hasPending[destGUID] = endTime
 
self:Show()
 
debug(1, ">> ResPending", "on", strmatch(destName, "[^%-]+"), "by", strmatch(sourceName, "[^%-]+"))
callbacks:Fire("LibResInfo_ResPending", destUnit, destGUID, endTime)
 
-- Unregister CLEU if there are no casts:
if not next(castingSingle) and not next(castingMass) then
-- TODO: Keep track of number of instant casts?
-- Seems unlikely that multiple casts would end so close together that this would be an issue.
debug(3, "Nobody casting, unregistering CLEU")
self:UnregisterEvent("COMBAT_LOG_EVENT_UNFILTERED")
end
end
 
------------------------------------------------------------------------
 
function eventFrame:UNIT_AURA(event, unit)
local guid = guidFromUnit[unit]
if not guid then return end
debug(5, event, unit)
 
if not isDead[guid] then
local stoned = UnitAura(unit, SOULSTONE)
if stoned ~= hasSoulstone[guid] then
if not stoned and UnitHealth(unit) <= 1 then
return
end
hasSoulstone[guid] = stoned
debug(2, nameFromGUID[guid], stoned and "gained" or "lost", SOULSTONE)
end
return
end
 
if UnitIsGhost(unit) and not isGhost[guid] then
isGhost[guid] = true
if hasPending[guid] then
hasPending[guid] = nil
debug(1, ">> ResExpired", nameFromGUID[guid], "(released)")
callbacks:Fire("LibResInfo_ResExpired", unit, guid)
end
-- No need to check next(castingMass) and fire a UnitUpdate here
-- since Mass Resurrection will still hit units who released.
end
end
 
function eventFrame:UNIT_CONNECTION(event, unit)
local guid = guidFromUnit[unit]
if not guid then return end
debug(4, event, unit)
 
if hasPending[unit] and not UnitIsConnected(unit) then
hasPending[guid] = nil
debug(1, ">> ResExpired", nameFromGUID[guid], "(offline)")
callbacks:Fire("LibResInfo_ResExpired", unit, guid)
elseif next(castingMass) then
for caster, data in pairs(castingSingle) do
if data.target == guid then
return
end
end
debug(1, ">> UnitUpdate", nameFromGUID[guid], "(offline)")
callbacks:Fire("LibResInfo_UnitUpdate", unit, guid)
end
end
 
function eventFrame:UNIT_HEALTH(event, unit)
local guid = guidFromUnit[unit]
if not guid then return end
debug(5, event, unit)
 
local dead = UnitIsDead(unit)
 
if dead and not isDead[guid] then
debug(2, nameFromGUID[guid], "is now dead")
isDead[guid] = true
if hasSoulstone[guid] then
local endTime = GetTime() + RELEASE_PENDING_TIME
hasPending[guid] = endTime
debug(1, ">> ResPending", nameFromGUID[guid], SOULSTONE)
callbacks:Fire("LibResInfo_ResPending", unit, guid, endTime, true)
elseif next(castingMass) then
debug(1, ">> UnitUpdate", nameFromGUID[guid], "(dead)")
callbacks:Fire("LibResInfo_UnitUpdate", unit, guid)
end
 
elseif isDead[guid] and not dead then
debug(2, nameFromGUID[guid], "is now alive")
isDead[guid] = nil
if hasPending[guid] then
isGhost[guid] = nil
hasPending[guid] = nil
debug(1, ">> ResUsed", nameFromGUID[guid])
callbacks:Fire("LibResInfo_ResUsed", unit, guid)
elseif next(castingMass) then
for caster, data in pairs(castingSingle) do
if data.target == guid then
return
end
end
debug(1, ">> UnitUpdate", nameFromGUID[guid], "(alive)")
callbacks:Fire("LibResInfo_UnitUpdate", unit, guid)
end
end
end
 
------------------------------------------------------------------------
 
eventFrame:Hide()
 
local timer, INTERVAL = 0, 0.5
eventFrame:SetScript("OnUpdate", function(self, elapsed)
timer = timer + elapsed
if timer >= INTERVAL then
debug(6, "Timer update")
if not next(hasPending) then
debug(4, "Nobody pending, stop timer")
return self:Hide()
end
local now = GetTime()
for guid, endTime in pairs(hasPending) do
if endTime - now < INTERVAL then -- It will expire before the next update.
local unit = unitFromGUID[guid]
hasPending[guid] = nil
debug(1, ">> ResExpired", nameFromGUID[guid])
callbacks:Fire("LibResInfo_ResExpired", unit, guid, true)
end
end
timer = 0
end
end)
 
eventFrame:SetScript("OnShow", function()
debug(4, "Timer start")
end)
 
eventFrame:SetScript("OnHide", function()
debug(4, "Timer stop")
timer = 0
end)
 
------------------------------------------------------------------------
 
SLASH_LIBRESINFO1 = "/lri"
SlashCmdList.LIBRESINFO = function(input)
input = gsub(input, "[^A-Za-z0-9]", "")
if strlen(input) < 1 then return end
if strmatch(input, "%D") then
local f = _G[input]
if type(f) == "table" and type(f.AddMessage) == "function" then
DEBUG_FRAME = f
debug(0, "Debug frame set to", input)
else
debug(0, input, "is not a valid debug output frame!")
end
else
local v = tonumber(input)
if v and v >= 0 then
DEBUG_LEVEL = v
debug(0, "Debug level set to", input)
else
debug(0, input, "is not a valid debug level!")
end
end
end
\ No newline at end of file