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Compatibility: | Blackwood (7.0.5) |
Updated: | 08/20/21 02:09 PM |
Created: | 04/01/16 01:30 PM |
Monthly downloads: | 3,054 |
Total downloads: | 246,448 |
Favorites: | 131 |
MD5: |
boolean isSet, number nextIndex, number nextBitIndex = lib:ReadBit(table data, number index, number bitIndex)
number nextIndex, number nextBitIndex = lib:WriteBit(table data, number index, number bitIndex, boolean value)
string character, number nextIndex = lib:ReadChar(table data, number index)
number nextIndex = lib:WriteChar(table data, number index, string value[, number charIndex])
number value, number nextIndex = lib:ReadUint8(table data, number index)
number nextIndex = lib:WriteUint8(table data, number index, string value)
number value, number nextIndex = lib:ReadUint16(table data, number index)
number nextIndex = lib:WriteUint16(table data, number index, string value)
number x, number y = lib:EncodeData(number b0, number b1, number b2, number b3, number stepSize)
number b0, number b1, number b2, number b3 = lib:DecodeData(number x, number y, number stepSize)
number value = lib:EncodeHeader(MessageType messageType, number length)
MessageType messageType, number length = lib:DecodeHeader(number value)
boolean isValid = lib:Send(MessageType messageType, table data)
table handler, table saveData = lib:RegisterHandler(MessageType messageType, table data)
table handler = lib:GetHandler(MessageType messageType)
lib:RegisterCallback(MessageType messageType, function callback)
lib:UnregisterCallback(MessageType messageType, function callback)
/lgs <1/0>
File Name |
Version |
Size |
Uploader |
Date |
r2 |
71kB |
sirinsidiator |
01/11/17 01:53 PM |
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r1 |
70kB |
sirinsidiator |
04/01/16 01:30 PM |
Comment Options |
05/17/16, 11:42 AM | ||
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sirinsidiator |
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05/17/16, 10:37 AM | |
which addons are supported atm?
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Scootworks |
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Kyoma |
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04/30/16, 01:50 PM | ||
That said, I am not sure if what you suggest will work. As far as I am aware these ids are local to each client, so different players can have different ids for the same unit. |
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sirinsidiator |
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04/30/16, 01:36 PM | |
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Hey, I had a question and possibly a request. What I'm looking for is a way to send/transmit your unitId to other users in your group using this library.
I am looking for this so I can do some cool things in RaidNotifier. Many (if not all) effects & actions from bosses/mobs still supply the unitId in EVENT_EFFECT_CHANGED and EVENT_COMBAT_EVENT. So instead of trying to send an event/warning/ping for whatever mechanic I want to share between group mates I can just send my unitId (to everybody that also has the lib/addon) and let each person's addon handle all the actual checks. Obtaining your unitId is somewhat easy, I just monitor for the player blocking like this: Code:
local myUnitId = 0 local function OnEffectChanged(_, change, _, _, _, _, _, _, _, _, _, _, _, _, unitId, abilityId) if change == EFFECT_RESULT_GAINED then if myUnitId ~= unitId then d("I'm blocking! My unitId is "..unitId) end myUnitId = unitId end end EVENT_MANAGER:RegisterForEvent("TMP42", EVENT_EFFECT_CHANGED, OnEffectChanged) EVENT_MANAGER:AddFilterForEvent("TMP42", EVENT_EFFECT_CHANGED, REGISTER_FILTER_ABILITY_ID, 14890, REGISTER_FILTER_UNIT_TAG, "player") So here comes the actual question, how do I transmit/send a number between like 20000 and 90000 using LibGroupSocket? I'm guessing I gotta split it up but how would that work exactly? P.S. This still won't magically enable something like GroupDamage because everything that comes FROM a player will just have a unitId of 0. |
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Kyoma |
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