Grid

278 - frame lockups

What version of Grid are you using?
r1278 currently, but tried alot of versions

What version (and language) of WoW are you using?
3.3 en

What were you doing when the problem occured?
anything

What happened?  What did you expect to happen instead?
It was a ticket about frame locks before but was closed because you couldnt reproduce it. It happens on every group change (someone is changing zone, joining or leaving group). It's very hard to play in large groups (IoC, AV), even in 25 man raids it is annoying.

Do you have an error log of what happened?
no

Please provide any additional information below.
The reason i'm posting this ticked again is that i found something new. It happens only when i use an opengl engine (wow.exe -opengl). May be the grid is using something to update the frame which is buggy in opengl implementation. Although Grid2 is not affected, it's working smooth, but not really usable for me.

Name Description Size MD5
small_patch.zip without logic changes 9.9 KiB ca9e90f34d4e...
User When Change
Phanx Oct 13, 2010 at 12:32 UTC Changed status from Accepted to Fixed
triamazikamno Oct 13, 2010 at 11:45 UTC

Deleted attachment grid_lockups_patch_v7b.zip: obsolete

triamazikamno Sep 29, 2010 at 10:10 UTC

Deleted attachment grid_lockups_patch_v7a.zip: obsolete

triamazikamno Sep 29, 2010 at 10:09 UTC

Deleted attachment grid_lockups_patch_v7.zip: broken

triamazikamno Sep 29, 2010 at 10:09 UTC

Deleted attachment grid_lockups_patch_v6.zip: broken

triamazikamno Sep 22, 2010 at 16:22 UTC

Added attachment small_patch.zip

triamazikamno Sep 20, 2010 at 03:19 UTC

Added attachment grid_lockups_patch_v7b.zip

triamazikamno Sep 17, 2010 at 22:02 UTC

Added attachment grid_lockups_patch_v7a.zip

triamazikamno Sep 16, 2010 at 10:43 UTC

Added attachment grid_lockups_patch_v7.zip

triamazikamno Sep 11, 2010 at 08:28 UTC

Deleted attachment grid_lockups_patch_v5.zip: broken

triamazikamno Sep 11, 2010 at 08:04 UTC

Added attachment grid_lockups_patch_v6.zip

triamazikamno Sep 11, 2010 at 08:04 UTC

Deleted attachment grip_lockups_patch_v6.zip: typo

triamazikamno Sep 11, 2010 at 08:03 UTC

Added attachment grip_lockups_patch_v6.zip

triamazikamno Sep 11, 2010 at 07:54 UTC

Deleted attachment grid_lockups_patch_v4.zip: broken

triamazikamno Sep 07, 2010 at 12:52 UTC

Deleted attachment grid_lockups_patch_v3.zip: broken

triamazikamno Sep 07, 2010 at 12:39 UTC

Added attachment grid_lockups_patch_v5.zip

triamazikamno Sep 07, 2010 at 04:38 UTC Changed description:
+ plain$What version of Grid are you using?
+ r1278 currently, but tried alot of versions
+
+ What version (and language) of WoW are you using?
+ 3.3 en
+
+ What were you doing when the problem occured?
+ anything
+
+ What happened?  What did you expect to happen instead?
+ It was a ticket about frame locks before but was closed because you couldnt reproduce it. It happens on every group change (someone is changing zone, joining or leaving group). It's very hard to play in large groups (IoC, AV), even in 25 man raids it is annoying.
+
+ Do you have an error log of what happened?
+ no
+
+ Please provide any additional information below.
+ The reason i'm posting this ticked again is that i found something new. It happens only when i use an opengl engine (wow.exe -opengl). May be the grid is using something to update the frame which is buggy in opengl implementation. Although Grid2 is not affected, it's working smooth, but not really usable for me.
triamazikamno Sep 07, 2010 at 04:38 UTC

Added attachment grid_lockups_patch_v4.zip

triamazikamno Sep 07, 2010 at 04:38 UTC

Deleted attachment grid_lockups_patch_v4.zip: typo

triamazikamno Sep 07, 2010 at 04:25 UTC

Added attachment grid_lockups_patch_v4.zip

triamazikamno Sep 06, 2010 at 17:58 UTC

Added attachment grid_lockups_patch_v3.zip

triamazikamno Sep 06, 2010 at 17:58 UTC

Deleted attachment grid_lockups_patch_v2.zip: broken

triamazikamno Sep 06, 2010 at 17:57 UTC

Deleted attachment grid_lockups_patch.zip: broken

triamazikamno Sep 05, 2010 at 08:01 UTC

Added attachment grid_lockups_patch_v2.zip

triamazikamno Sep 05, 2010 at 08:01 UTC

Deleted attachment grip_lockups_patch_v2.zip: typo

triamazikamno Sep 05, 2010 at 07:59 UTC

Added attachment grip_lockups_patch_v2.zip

Phanx Sep 01, 2010 at 04:47 UTC Changed status from Replied to Accepted
triamazikamno Aug 23, 2010 at 16:17 UTC

Added attachment grid_lockups_patch.zip

FallenLegionEU Aug 09, 2010 at 18:27 UTC Changed status from Waiting to Replied
Phanx Aug 08, 2010 at 23:14 UTC Changed status from Replied to Waiting
triamazikamno Feb 06, 2010 at 00:02 UTC Changed status from Waiting to Replied
Phanx Feb 05, 2010 at 23:10 UTC Changed status from Replied to Waiting
triamazikamno Feb 05, 2010 at 00:41 UTC Changed status from Waiting to Replied
Phanx Feb 05, 2010 at 00:11 UTC Changed status from Replied to Waiting
triamazikamno Feb 03, 2010 at 07:35 UTC Changed status from Waiting to Replied
Phanx Feb 02, 2010 at 23:40 UTC Changed assigned to from Pastamancer to Phanx
Phanx Feb 02, 2010 at 23:40 UTC Changed status from New to Waiting
triamazikamno Jan 30, 2010 at 20:30 UTC Create

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  • Avatar of triamazikamno triamazikamno Sep 07, 2010 at 02:57 UTC - 0 likes

    Thanks for the feedback. I think it is happening when someone joins/leaves in combat and the original Grid covers this by tons of updates :) Fixing this now.

  • Avatar of turbopipp turbopipp Sep 06, 2010 at 22:01 UTC - 0 likes

    Hi again, I tried out v3 with r1311 now, and I thought it was awesome atfirst, but then I saw a druid listed twice in group3(the last group). A guy from raid spot 14 left, and the guy from spot 15 was still with us. When the new guy joined(or when the old guy left) spot 15 was duplicated. So I saw a druid with all its debuffs hp etc as both spot 14 and 15. And it stayed like that for atleast 4 minutes, and it probably will until someone joins/leaves (I didnt find this out, since I got reported afk while writing this, hehe). This happened in EoTS btw, so no one entering or leaving any vehicles.

    But other than that, it seems to work great :) didnt notice any lag at all. Great job this far. :)

    Last edited Sep 06, 2010 by turbopipp
  • Avatar of triamazikamno triamazikamno Sep 06, 2010 at 17:57 UTC - 0 likes

    Today I did a big work on optimizing(/rewriting some logic) and ended up with pretty clean and small patch, try it please. This is a patch against the clean r1311, don't try to put it into the previously patched r1310.

    The original version does (i.e. in 40 man group) 40*2*40 updates(well, actually checks, but they are pretty slow and locking up my UI) per join/leave/vehicle_mount/vehicle_dismount/pet_summon/pet_dismiss. Patched version(as far as i tested) does UP TO 5 checks per join/leave/...(so it can be even 1, depends if blizzard does renumber subgroup members). My idea is to use OnAttributeChanged event as much as possible instead of updating everything every now and when.

    Have fun

    Last edited Sep 06, 2010 by triamazikamno
  • Avatar of turbopipp turbopipp Sep 06, 2010 at 07:56 UTC - 0 likes

    With default grid config I get; ..\AddOns\Grid\GridFrame.lua line 1340: attempt to index local 'frame' (a nil value)

    with your v2 patch on login, havn't tried if I still get lag yet. :)

  • Avatar of triamazikamno triamazikamno Sep 06, 2010 at 06:42 UTC - 0 likes

    Is it less laggy with my patch or the same? The patch reduces amount of refreshes for like x10 times or even more, so may be the reason of your problem is different.

    Did you try to reproduce it without any other addons enabled and with default Grid configuration?

  • Avatar of turbopipp turbopipp Sep 05, 2010 at 22:56 UTC - 0 likes

    WinXP, but I am also getting those lagspikes when people join/leave. I posted some info about grid2 here aswell; http://www.wowace.com/addons/grid2/tickets/161-laggy-freezing-frames-when-people-leave-group/

    There is some nasty stuff going on with too many loops :)

  • Avatar of triamazikamno triamazikamno Sep 05, 2010 at 08:02 UTC - 0 likes

    Found a mistake, fixed it. Try the new grid_lockups_patch_v2. Also, what OS do you use?

  • Avatar of turbopipp turbopipp Sep 04, 2010 at 14:18 UTC - 0 likes

    isitisit: I tried your patch out, and I got some lua errors while people were joining/leaving the battleground, and about 30-40 errors when joining AV; Its basicly "function GridFrame:UpdateIndicator(frame, indicator)" on line 1368 of GridFrame.lua that doesn't like a nil value. SetIndicator on line 1372 and ClearIndicator on line 1383 dont like nil values :)

    This means its @ line 31 when you try to call "GridFrame:UpdateIndicators(self)" there is something wrong. How can you set some default values to avoid them beeing nil?

    And I still get the lag when people join/leave.

    Last edited Sep 04, 2010 by turbopipp
  • Avatar of triamazikamno triamazikamno Aug 24, 2010 at 04:01 UTC - 0 likes

    I think Mac version is affected aswell. And anyway, reworking that logic should get a good performance boost on any platform, just need to make the patch cleaner. Probably I've got the problem you are talking about, frames didn't update if I move members across the subgroups more than 1 time. As you can see in the patch, i made a small change in GridRoster.lua:

    --if old_name ~= name or old_realm ~= realm or
    --    old_unitid ~= unit then
          units_updated[guid] = true
    --end
    

    So on every UpdateRoster all of the members are updating now, because it didn't see some of the changes for some reason and I think it was covered by thousands OnShow events. It should not be a big deal, UpdateRoster is getting called only on actual changes in roster.

    Of course I can't fully understand the whole logic and still think that it's a very dirty hack, but it's working for me at least. Just to point on the weak spot you could probably make better in the future versions.

    Last edited Aug 24, 2010 by triamazikamno
  • Avatar of Phanx Phanx Aug 24, 2010 at 00:56 UTC - 0 likes

    Well, if you're running in WINE under *nix, that would explain why I couldn't reproduce the problem. :p

    I'll take a look at the patch, and if there aren't any issues (in particular, the call to UpdateFrameUnits was added to the OnShow script a while back to address an issue with freshly summoned pets, so I'll need to make sure pets are still getting updated properly when they're summoned) I'll go ahead and commit it. Thanks very much for putting in the time on this!

Facts

Last updated
Mar 30, 2012
Reported
Jan 30, 2010
Status
Fixed - Developer made requested changes. QA should verify.
Type
Defect - A shortcoming, fault, or imperfection
Priority
Medium - Normal priority.
Votes
5

Reported by

Possible assignees