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-   -   ODD behaviour of rightclick menu (https://www.esoui.com/forums/showthread.php?t=6583)

QuadroTony 10/22/16 11:35 AM

ODD behaviour of rightclick menu
 
as you can see on the video it started from
0:38
and few times later too


the rightclick menu immediatly dissapear if MY WEAPONS BLINKING

the blinking of weapons at hero doll is random, and i cannot figure out why it happening
i think it can be easy to repro as you can see
at least on my end lol

i dont think blinking is connected with addons, more likely its Zenimax thing.. or?
PS - only at crafting stations
PSS - same without any addon ON

way to repro
- open station
- rightclick on an item at ANY tab of it
- just wait, menu will dissapear when blink of weapons will happened


kerb9729 10/22/16 11:55 AM

Quote:

Originally Posted by QuadroTony (Post 28636)
as you can see on the video it started from
0:38
and few times later too


the rightclick menu immediatly dissapear if MY WEAPONS BLINKING

the blinking of weapons at hero doll is random, and i cannot figure out why it happening
i think it can be easy to repro as you can see
at least on my end lol

i dont think blinking is connected with addons, more likely its Zenimax thing.. or?
PS - only at crafting stations

way to repro
- open station
- rightclick on an item at ANY tab of it
- just wait, menu will dissapear when blink of weapons will happened


Have you tried it with all addons disabled?

QuadroTony 10/22/16 11:58 AM

yes, ofcourse
its the same

blink = menu dissapear

Baertram 10/23/16 06:54 AM

The blink of the equipment is something that happens since the release of the game afaik.
It's connexted to an event if I remember right but I can't remember the exact event name.

Could be something like
Code:

EVENT_INVENTORY_SINGLE_SLOT_UPDATE
EVENT_ITEM_SLOT_CHANGED

Register a callback function to this even Toni, or some others about inventory items, and just do a debug message output like
d("Executed event EVENT_INVENTORY_SINGLE_SLOT_UPDATE")
and you might find out which one it is and report it to ZOs.

The disappearing context menu should be because of a usage of function "ClearMenu()" somewhere in the event's callback function (or functions used inside the callback function)

QuadroTony 10/23/16 04:19 PM

ok i will try
so you think it can be fixed by .lua way?
if its so, its good news

Baertram 10/23/16 06:52 PM

I think you need to contact ZOS about it.
I had the same wrong behaviour right now at a crafting station.
It looks like the shown items at the crafting station (for me it was a deconstruction panel -> all items shown there that i could deconstruct) were updted every x seconds by something.

And with every update the contxt menu was disapperaing, and the character items were blinking.

QuadroTony 10/25/16 08:57 AM

ok i reproted also on the official forum but im not sure it will be noticed

QuadroTony 10/25/16 11:58 AM

UPd
its not because of other players' buffs
i got it in locations without anyone nearby

Baertram 10/26/16 12:57 AM

Internal ZOs bug got raised.

votan 10/27/16 02:43 PM

Rawl'kha woodworking station is definitive special somehow. It happens really fast there.
I was at other stations for 30min without any issue and there it sometimes happens in a few seconds serveral times. Very crowded, vendor nearby.

It is caused by HandleInventoryChanged() line 23 in sharedcraftinginventory.lua due to an EVENT_INVENTORY_SINGLE_SLOT_UPDATE with reason INVENTORY_UPDATE_REASON_ITEM_CHARGE.

You may have to add a filter to INVENTORY_UPDATE_REASON_DEFAULT.

Code:

ZO_SmithingTopLevelDeconstructionPanelInventory:AddFilterForEvent(EVENT_INVENTORY_SINGLE_SLOT_UPDATE, REGISTER_FILTER_INVENTORY_UPDATE_REASON, INVENTORY_UPDATE_REASON_DEFAULT)
ZO_SmithingTopLevelImprovementPanelInventory:AddFilterForEvent(EVENT_INVENTORY_SINGLE_SLOT_UPDATE, REGISTER_FILTER_INVENTORY_UPDATE_REASON, INVENTORY_UPDATE_REASON_DEFAULT)

/edit: Of course this is done better in the init-code directly:
Code:

function ZO_SharedCraftingInventory:Initialize(control, slotType, connectInfoFn, connectInfoControl)
...

    local function HandleInventoryChanged()
        self:HandleDirtyEvent()
    end

    control:RegisterForEvent(EVENT_INVENTORY_FULL_UPDATE, HandleInventoryChanged)
    control:RegisterForEvent(EVENT_INVENTORY_SINGLE_SLOT_UPDATE, HandleInventoryChanged)
    control:AddFilterForEvent(EVENT_INVENTORY_SINGLE_SLOT_UPDATE, REGISTER_FILTER_INVENTORY_UPDATE_REASON, INVENTORY_UPDATE_REASON_DEFAULT)

...

end

Now the question is: Where do we have more EVENT_INVENTORY_SINGLE_SLOT_UPDATE handlers, which would benefit from a filter?

ZOS_ChipHilseberg 10/28/16 08:36 AM

So this comes down to the fact that we were sending slot updates when any player's item charge changed, not just you. We'll be changing that to only send an event when your item charges change.

sirinsidiator 10/28/16 10:01 AM

Quote:

Originally Posted by ZOS_ChipHilseberg (Post 28723)
So this comes down to the fact that we were sending slot updates when any player's item charge changed, not just you. We'll be changing that to only send an event when your item charges change.

This will fix so many issues I have seen since launch. :D

QuadroTony 10/28/16 10:32 AM

Quote:

Originally Posted by sirinsidiator (Post 28724)
This will fix so many issues I have seen since launch. :D

for example? just curious

Baertram 10/30/16 12:45 PM

Blinking character equipment borders, events called and firing without reason (and event_inventory_single_slot_update is called in 100 of addons!)


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