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Necrom (9.0.0)
Scribes of Fate (8.3.5)
Updated:04/19/23 12:44 PM
Created:10/25/20 04:32 PM
Monthly downloads:16,385
Total downloads:507,324
Favorites:253
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Categories:Libraries, Data Mods
9.0.0
LibHistoire - Guild History  Popular! (More than 5000 hits)
Version: 1.4.0
by: sirinsidiator [More]
What is this library for?
Up until now, addons had to send guild history requests to the server individually, which in the past has lead to huge performance problems as more and more players started using these addons and ultimately forced ZOS to throttle how fast they are allowed to send automated requests for the guild history. In order to alleviate this problem and take a lot of the complexity away from individual addons, this library was born. Instead of having each addon send requests, it will all be taken care of by LibHistoire and they will simply become passive listeners.

The library will take care of loading missing history from the server in the background and store everything locally so it never has to request the same time range more than once.

Right now the game provides the history in an inverse order (future to past) of what addons actually try to use (past to future), so before the library passes any events to addons, it will attempt to load the full time range since you last played the game. During this time, it will keep them in a temporary "unlinked" state and only when it encounters the last stored event, it will save them and start sending events to listening addons. If you quit the game before that happens, all progress will be lost and it will have to start over from the beginning the next time you log in.

You can speed this process up by manually requesting missing history via the guild history menu, as this action won't be subject to the cooldown any addon has to deal with. Another option is to tell the library to force a link with what data it has got and create a hole in your history. You can always manually request more history events and trigger a rescan which will find any missing entries later.

Unlike other addons, the library won't request the full range of history provided by the server when you first use it. Instead it will immediately force a link and start collecting data from there. If you want to collect older history in that situation, you will need to manually request it and then hit the rescan button for that guild and category.

Dependencies
The following dependencies are required by LibHistoire:
  • LibAsync - to minimize fps loss while processing history events
  • LibCustomMenu - for the options menu of the status window
  • LibDebugLogger - for logging useful debug information in case something goes wrong

Some observations on what the server does
  • Requesting older history events via an addon starts a cooldown
  • The cooldown is separate for each guild and category, meaning an addon can send up to 20 requests at once
  • Simply put the interval between requests depends on how many players are currently online and is dynamically controlled by the server
  • Interval can be anything from a few seconds (on PTS) to several minutes during primetime EU. I've often seen values between 3 and 4 minutes while developing the library
  • New events are pushed automatically by the server with no way for addons to influence that process
  • The time between new events varies greatly and seems to depend on the how many players are online and how many events a guild produces
  • Sometimes the updates arrive almost instantly, sometimes they don't arrive for several hours - I've had to wait 2-3 hours quite often before any new guild history arrived
  • Ocassionally the updates never arrive (even after waiting for 5 hours) and restarting the game is the only way to force an update in that situation

User Interface

The status icon on the bottom right of the guild history symbolizes the link status of the currently viewed category in the selected guild. On hover it will show a tooltip that gives information about the stored history and unlinked events.


The new guild history status panel will provide an overview of what LibHistoire has stored and what is missing.

On the left side it will show each guild and the overall progress, on the right side it will show the categories for the currently selected guild.
Clicking on a guild or category will update the selection in both the status window and the guild history menu accordingly.
When you hover over any of the entries, a tooltip will show you the same information as the tooltip in the guild history menu.
The category entries also house the force link button (while the category is unlinked) and the rescan button (after it has linked up with stored events).
On the bottom of the panel you can see an icon which symbolizes the overall state and gives some general information about what is happening when you hover over it.
The cog button on the top right will open a context menu with an option to unlock the window so it can be moved and an option to hide it (same as the button on the bottom left of the guild history)

Special Thanks
FooWasHere who helped me test how the history behaves on rank and permission changes
ZOSDanBatson for answering my many questions about the history API
Everyone else who helped me test this and gave me feedback

For Developers
Why should you use it?
  • It minimizes the amount of requests sent by addons to the absolute minimum and if every addon starts using it, it will likely lower the cooldown the server chooses, so everyone gets their data faster.
  • It takes care of all the complexity that comes with requesting the history. There are many special cases you probably didn't even think about. The lib will handle them all for you.
  • It stores the history locally, so an addon can access time ranges that would be impossible via the game api
  • The data format minimizes impact on load time and disk space usage (compared to other addons like MM or ATT)

How does it work
The library listens to all incoming data and determines for each individual event if it has already been stored locally. It also takes care of sorting the events in the correct historic order and waits until the hole since the last login has been filled before saving them to disk and passing them to listeners.
When a listener starts, it will first iterate over available stored events, then wait for "unlinked" events to link before it iterates over those and finally start passing along newer events whenever they arrive. This is all done via LibAsync, so you will only get as many events per frame as you can safely process without affecting performance.
To avoid having to deserialize all stored events, it offers ways to select a starting point either by specifying an eventId or a timestamp*. It will do a binary search for the closest event and start from there instead of the beginning of the stored history.

*timestamps may not be 100% accurate as event times are returned from the game api as seconds since an event and manually converted to an absolute timestamp. This brings a certain inaccuracy with it and can lead to events being stored with timestamps that do not reflect their actual order. If precision is required it may be best to specify a timestamp a few seconds before the actual target time and use eventIds to identify an actual border for a time range.

If you find a problem, feel free to open an issue over on github, or leave a comment here on ESOUI.

API Reference
Callbacks
Can be accessed via the LibHistoire.callback table.

Code:
INITIALIZED()
Fired when Histy has finished initializing and is ready. Any call to the api (aside of RegisterCallback) should be done after it has fired.

Code:
HISTORY_RESCAN_STARTED(integer guildId, integer category)
Fired when the user or library triggered a rescan of the history.

Code:
HISTORY_RESCAN_ENDED(integer guildId, integer category, integer numEventsBefore, integer numEventsInside, integer numEventsAfter, boolean foundInvalidEvents)
Fired after a category rescan has finished. Invalid events are product of a bug where the game won't set the correct event time for a few seconds and the library will ignore them.

Library API
Code:
RegisterCallback(LibHistoire.callback type, function callback)
Register to a callback fired by the library. Usage is the same as with CALLBACK_MANAGER:RegisterCallback.

Code:
UnregisterCallback(LibHistoire.callback type, function callback)
Unregister from a callback. Usage is the same as with CALLBACK_MANAGER:UnregisterCallback.

Code:
LibHistoire.GuildHistoryEventListener listener = CreateGuildHistoryListener(integer guildId, integer category)
Creates a GuildHistoryEventListener object which can be configured before it starts listening to history events, or nil if guildId or category are not valid.
WARNING: Make sure you only call it after the INITIALIZED callback has fired, otherwise it may return nil.

GuildHistoryEventListener
Code:
string key = GetKey()
Returns a key consisting of server, guild id and history category, which can be used to store the last received eventId.

Code:
integer guildId = GetGuildId()
Returns the guild id of the listener.

Code:
integer category = GetCategory()
Returns the category of the listener.

Code:
integer eventCount, number processingSpeed, number timeLeft = GetPendingEventMetrics()
Returns information about history events that need to be sent to the listener.
  • eventCount - the amount of stored or unlinked events that are currently waiting to be processed by the listener
  • processingSpeed - the average processing speed in events per second or -1 if not enough data is yet available
  • timeLeft - the estimated time in seconds it takes to process the remaining events or -1 if no estimate is possible

Code:
boolean success = SetAfterEventId(id64 eventId)
Accepts an eventId (id64). The nextEventCallback will only return events which have a higher eventId when it is set. Will return true if it was called while the listener is not running, or false otherwise.

Code:
boolean success = SetAfterEventTime(integer eventTime)
If no afterEventId has been specified, the nextEventCallback will only receive events after the specified timestamp. Will return true if it was called while the listener is not running, or false otherwise.

Code:
boolean success = SetBeforeEventId(id64 eventId)
Accepts an eventId (id64). The nextEventCallback will only return events which have a lower or equal eventId when it is set. Once the specified eventId has been passed, the listener will automatically stop and call the function specified with SetIterationCompletedCallback. Will return true if it was called while the listener is not running, or false otherwise.

Code:
boolean success = SetBeforeEventTime(integer eventTime)
If no beforeEventId has been specified, the nextEventCallback will only receive events before (including) the specified timestamp. Like with beforeEventId, the listener will stop and call the iteration completed function when the specified eventTime has been reached. Will return true if it was called while the listener is not running, or false otherwise.

Code:
boolean success = SetIterationCompletedCallback(function callback)
When an end criteria is set, this callback will fire when the listener has stopped automatically.

Code:
boolean success = SetStopOnLastEvent(boolean shouldStop)
When set to true, the iteration will stop on the last stored event and fire the iterationCompleted callback instead of waiting for new events to arrive.

Code:
boolean success = SetTimeFrame(integer startTime, integer endTime)
A convenience method to specify a time range which includes the startTime and excludes the endTime. See SetAfterEventTime and SetBeforeEventTime.

Code:
boolean success = SetNextEventCallback(function callback)
Sets a callback which is passed stored and received events in the correct historic order (sorted by eventId). Will return true if it was called while the listener is not running, or false otherwise.
The callback has the following signature:
Code:
function(GuildEventType eventType, id64 eventId, integer eventTime, variable param1, variable param2, variable param3, variable param4, variable param5, variable param6)
More details about param1-6 can be found in guildhistory_shared.lua in the UI source code.

Code:
boolean success = SetMissedEventCallback(function callback)
Sets a callback which is passed missed events that are discovered during a rescan, ignoring any afterEventId or afterEventTime values. See SetNextEventCallback for details on the callback. Will return true if it was called while the listener is not running, or false otherwise.

Code:
boolean success = SetEventCallback(function callback)
A convenience function which will set both callback types in one go. See SetNextEventCallback for details on the callback. Will return true if it was called while the listener is not running, or false otherwise.

Code:
boolean success = Start()
Signals that the listener can start sending data to the addon. Will return true if it was called while the listener is not running, or false otherwise.

Code:
boolean success = Stop()
Signals that the listener to stop sending data to the addon. Will return true if it was called while the listener is running and has been stopped, or false otherwise.

Code:
boolean success = IsRunning()
Returns the current state of the listener.

Examples
Iterate over all stored events
Lua Code:
  1. LibHistoire:RegisterCallback(LibHistoire.callback.INITIALIZED, function()
  2.     local listener = LibHistoire:CreateGuildHistoryListener(guildId, category)
  3.     listener:SetEventCallback(function(eventType, eventId, eventTime, param1, param2, param3, param4, param5, param6)
  4.         -- do something with the event data
  5.     end)
  6.     listener:Start()
  7. end)
This will simply iterate over all stored events and then listen to any newly received data, including anything that will be found on a rescan.

Retrieve a time range
Lua Code:
  1. LibHistoire:RegisterCallback(LibHistoire.callback.INITIALIZED, function()
  2.     local listener = LibHistoire:CreateGuildHistoryListener(guildId, category)
  3.     listener:SetTimeFrame(startTime, endTime)
  4.     listener:SetNextEventCallback(function(eventType, eventId, eventTime, param1, param2, param3, param4, param5, param6)
  5.          -- do something with the event data
  6.     end)
  7.     listener:Start()
  8. end)
This example shows how to iterate over a specific time frame and then stop. SetTimeFrame is preferable over just checking the eventTime in the callback, as it will be faster than just iterating everything.

Retrieve sales for different guilds and continue from last event
Lua Code:
  1. LibHistoire:RegisterCallback(LibHistoire.callback.INITIALIZED, function()
  2.     local function SetUpListener(guildId, category)
  3.         local listener = LibHistoire:CreateGuildHistoryListener(guildId, category)
  4.         local key = listener:GetKey()
  5.         listener:SetAfterEventId(StringToId64(saveData.lastEventId[key]))
  6.  
  7.         listener:SetNextEventCallback(function(eventType, eventId, eventTime, param1, param2, param3, param4, param5, param6)
  8.             -- the events received by this callback are in the correct historic order
  9.             saveData.lastEventId[key] = Id64ToString(eventId)
  10.         end)
  11.  
  12.         listener:SetMissedEventCallback(function(eventType, eventId, eventTime, param1, param2, param3, param4, param5, param6)
  13.             -- events in this callback are out of order compared to what has been received by the next event callback and can even have an eventId smaller than what has been specified via SetAfterEventId.
  14.         end)
  15.         listener:Start()
  16.     end
  17.  
  18.     for i = 1, GetNumGuilds() do
  19.         SetUpListener(GetGuildId(i), category)
  20.     end
  21. end)
This example will register listeners for all guilds and keep track of the last event id that has been processed by the addon. That way the library will pass every event to the listener only once. It will also handle events that have been found later during a manual rescan.
v1.4.0
- fixed history rescan not updating the status window
- added rescan progress metrics in tooltip
- improved rescan speed dramatically (~100 times faster)
- added warning on exit and UI reload when events are currently being processed
- updated for Necrom

v1.3.0
- fixed error due to unused event types being removed in the latest game update
- fixed HISTORY_RESCAN_ENDED callback not firing when no events are detected during a rescan
- added stopOnLastEvent flag which makes the library stop the iteration when the last stored event is reached, instead of waiting for new events to appear
- updated for Firesong

v1.2.2
- fixed error when serializing unexpected event types

v1.2.1
- fixed an error preventing events from getting stored for new users or when joining a new guild
- fixed progress bars flickering yellow on initial load
- fixed event listener getting stuck in a loop in some cases
- fixed game freezing when storing missing events during a rescan in categories with lots of stored events
- fixed typo in logout warning dialog

v1.2.0
- fixed an issue that would cause some players to get kicked from the PTS (public test server)
- fixed progress bar not immediately filling to 100% when the last batch of missing events are received in a category
- fixed a rare error that could occur when stored data is deserialized and added some assertions to find the underlying reason
- changed progress bars on status window to show in a red color while events are missing and yellow while events are being processed
- added a confirmation dialog when trying to logout or quit the game while history events are not yet linked, which will send players to the history menu
- updated api version

v1.1.3 (dedicated to Sharlikran who found all these problems)
- fixed codec storing item links in an uncompressed form
- fixed several codec bugs that caused item links to get decoded into invalid links
NOTE: No data was lost and I believe I've found and fixed all incorrect cases and added unit tests to guard against regressions. As an additional measure the lib will now also throw an assertion error if it encounters links that cannot be decoded. Please make sure to report these so I can add them to the test cases and fix them!

- fixed several more bugs in the new GetPendingEventMetrics function

v1.1.2
- fixed error when rescanning a category

v1.1.1
- fixed error in new GetPendingEventMetrics function

v1.1.0
- improved event decoding speed
- changed some logging to reduce log spam
- fixed afterEventTime not returning the correct event when multiple events have the same timestamp
- fixed status tooltip not updating when linking process begins
- added progress info to tooltip while linking
- added log warning when trying to start a listener without an event callback
- added new functions to EventListener API
- GetKey - returns an identifier which can be used to store the last seen eventId for a listener
- GetGuildId - returns the guildId of a listener
- GetCategory - returns the category of a listener
- GetPendingEventMetrics - returns
the amount of stored or unlinked events that are currently waiting to be processed by the listener
the average processing speed in events per second or -1 if not enough data is yet available
the estimated time in seconds it takes to process the remaining events or -1 if no estimate is possible
- SetBeforeEventId, SetBeforeEventTime
these can be used to limit the iteration range and automatically stop the listener when they are passed
they will also ensure the correct data is returned by the GetPendingEventMetrics function when only a subset of the data is requested (otherwise it will consider all available events)
- SetIterationCompletedCallback
when an end criteria is set, this callback will fire when the listener has stopped automatically
- SetTimeFrame(startTime, endTime)
a convenience method to specify a range which includes the startTime and excludes the endTime
v1.0.2
- added new callback for when Histy is ready

v1.0.1 - initial release
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Unread 04/25/23, 11:48 AM  
Zenivo

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Since the recent update, when reaching the latest unseen sale after manually requesting sales history in the guild interface, the progress bar does not go from red (indicating missing sales) to yellow (indicating it's being loaded by MM), but stays red. This is not a big deal, but the yellow bar is a useful indicator to know when you are up to date when I am spamming E. I assume this is a bug?
Last edited by Zenivo : 04/25/23 at 11:51 AM.
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Unread 04/20/23, 06:46 AM  
Sharlikran
 
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Re: Question Fetch all Bankgold added

Originally Posted by StubbiThrash
Greetings,
in dont know much about the lua-stuff but your work ist great! If i want to mine data of your saved-vars, how can i fetch all bank deposites your addon saved ? It can be an lua-data-list woth account-id,amount and date oder json oder csv. I want tu use the history of bankgold added to guild in a external list.

sry for my bad english ;D

thank you!
You do not do it that way. You don't loop and parse over the saved vars. You set up a listener as shown on the description page. Then once you specify the date range or the last id64, then LibHistorie will process the data for the range of information specified.

The ZOS developers do not allow saved variables to be in Json or csv and you can not export in those formats.
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Unread 04/20/23, 06:40 AM  
Sharlikran
 
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Re: Automatisation?

Originally Posted by True_Bach
Please tell me how to edit the file, and which one, so that the addon collects data much faster? Sometimes I play for several hours, LibHistoire cannot collect data even for 12 hours in 3-4 guilds. Everything has to be done manually. And do it manually for +-5-10 minutes every day...
Please read previous posts this is not a mod related issue. Mod authors do not have control over the server restrictions.

This mod does request automatic updates but the server controls whether or not that request is granted.

You collect the information manually because the game developers limit the data transmitted based on server load.

Previous MM author Philgo attempted to bypass the server restrictions and ZOS told him to remove the code and they patched that exploit.

Basically anyone trying to bypass server restrictions is the quickest way to have your mod completely disabled and it doesn't work anymore or removed from ESO UI.
Last edited by Sharlikran : 04/20/23 at 06:41 AM.
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Unread 03/27/23, 07:55 AM  
True_Bach

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Automatisation?

Please tell me how to edit the file, and which one, so that the addon collects data much faster? Sometimes I play for several hours, LibHistoire cannot collect data even for 12 hours in 3-4 guilds. Everything has to be done manually. And do it manually for +-5-10 minutes every day...
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Unread 02/11/23, 06:04 AM  
Marcus Brody
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Re: Question Fetch all Bankgold added

Originally Posted by StubbiThrash
Greetings,
in dont know much about the lua-stuff but your work ist great! If i want to mine data of your saved-vars, how can i fetch all bank deposites your addon saved ? It can be an lua-data-list woth account-id,amount and date oder json oder csv. I want tu use the history of bankgold added to guild in a external list.

sry for my bad english ;D

thank you!
Look at the "API Reference" section on this addon's information page
(open in new tab and scroll down to "API Reference" and read from here)
You have to know at least enough lua to use the Libhistoire API, otherwise parsing the LibHistoire's SavedVariables yourself will be much more complicated.
Last edited by Marcus Brody : 02/11/23 at 07:09 AM.
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Unread 02/10/23, 04:40 AM  
StubbiThrash
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Forum posts: 1
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Lightbulb Question Fetch all Bankgold added

Greetings,
in dont know much about the lua-stuff but your work ist great! If i want to mine data of your saved-vars, how can i fetch all bank deposites your addon saved ? It can be an lua-data-list woth account-id,amount and date oder json oder csv. I want tu use the history of bankgold added to guild in a external list.

sry for my bad english ;D

thank you!
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Unread 02/02/23, 06:27 AM  
Marcus Brody
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Originally Posted by SkyrimDovahkin
Hello! I’m absolutely loving using your Add-on and MM. Absolutely “game”-changing addon that has made such a positive impact in buying / selling and can’t thank you enough for the addon, hours, and blood sweat and tears I imagine have been poured into this wonderful creation!

Quick(?) question though… how do I pull up the specific LibHist. add-on? The only way I can ever see the interface of it (to manually scan- which I prefer) is if I “quit” the game before it’s finished scanning on it’s own and I get the warning button that it isn’t finished scanning (and then can open it from there to manually scan). I’m sure there is a way (or command?) to pull up the interface without “quitting” the game (because sometimes it doesn’t pull up on quit (probably finished scanning) and the game quits without the warning.

(Also, when I pull up the guild window with G, I just see the social guild menu- no MM, no LibHist. interface. When I pull up MM- I only see the sales history window- not the guild interface I see with LibHist; I play on gamepad; not sure if that’s the reason).

Thank you!
Hello,

You should be able to see it by pressing G then going to the history tab ("swirling" arrow icon)
If it still doesn't show, there should be a button on this tab.

I can't imagine why you would want to see it elsewhere though?
MM relies on LibHistoire to get its data on startup (and probably process guild events occuring after), but LibHistoire is not needed in any way to "operate" MM.

They're not shown together on keyboard either and I wouldn't want them to.

Except in specific maintenance conditions, you don't have to, and should not do anything with LibHistoire's interface.

Scanning occurs automatically and doing unnecessary things with the LibHistoire interface could actually damage your history data.
Last edited by Marcus Brody : 02/07/23 at 09:24 AM.
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Unread 01/31/23, 12:19 PM  
SkyrimDovahkin

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Hello! I’m absolutely loving using your Add-on and MM. Absolutely “game”-changing addon that has made such a positive impact in buying / selling and can’t thank you enough for the addon, hours, and blood sweat and tears I imagine have been poured into this wonderful creation!

Quick(?) question though… how do I pull up the specific LibHist. add-on? The only way I can ever see the interface of it (to manually scan- which I prefer) is if I “quit” the game before it’s finished scanning on it’s own and I get the warning button that it isn’t finished scanning (and then can open it from there to manually scan). I’m sure there is a way (or command?) to pull up the interface without “quitting” the game (because sometimes it doesn’t pull up on quit (probably finished scanning) and the game quits without the warning.

(Also, when I pull up the guild window with G, I just see the social guild menu- no MM, no LibHist. interface. When I pull up MM- I only see the sales history window- not the guild interface I see with LibHist; I play on gamepad; not sure if that’s the reason).

Thank you!
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Unread 01/20/23, 02:59 PM  
Marcus Brody
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Possible codec issue

Hello,

I've recently encountered a problem with a sale event:
[13316] = "1;CIxG;6WnWE;f:7j:5x6:1:v8k#5#1<3>N#32#4#9q#b#1<9>iJi:mA:N"

The link in that event seems to deserialize to:
|H0:item:119680:5:1:0:0:49:188:4:584:11:1:0:0:0:0:0:0:0:0:72000:0|h|h
Which is broken.

I have managed to find the original link through MM, which also seems weird to me because I was under the impression that MM would suffer the same issue (using LibHistoire data):
|H0:item:119680:5:1:0:0:0:49:188:4:584:11:62:0:0:0:0:0:0:0:0:72000|h|h

My understanding of MM and LibHistoire is limited and the code I've written to read LibHistoire data may be at fault here, but trying to reencode the link using bits of Codec.lua, I couldn't produce different results for
|H0:item:119680:5:1:0:0:0:49:188:4:584:11:62:0:0:0:0:0:0:0:0:72000|h|h
and
|H0:item:119680:5:1:0:0:49:188:4:584:11:1:0:0:0:0:0:0:0:0:72000:0|h|h

It looks that it could have to do with the fact that "62" with IntegerToString serializes to "10"
Which could affect the number of compressed consecutives 0 and leave us with "1<9>" instead of "10<8>".

As a matter of fact, I was able to manually repair the event this way:
[13316] = "1;CIxG;6WnWE;f:7j:5x6:1:v8k#5#1<3>N#32#4#9q#b#10<8>iJi:mA:N"

Does that make sense?
Last edited by Marcus Brody : 05/08/23 at 06:24 PM.
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Unread 01/07/23, 02:04 AM  
kueqvzzv

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Thank you for thorough answer.
Have a good year!
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Unread 01/04/23, 12:06 AM  
Sharlikran
 
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Originally Posted by kueqvzzv
Till around 2 weeks ago I could follow my sales almost live (~1 min) with MasterMerchant or Arkadius but not anymore. Often I'm stuck with 2 or 4 hours old history with no way to update it manually, it simply shows as synced, all linked already. No lua error whatsoever. So or there's something wrong on my end but I can't find what or the API has been modified.

Edit: I'm not the only one affected in my trading guild.
There are two things to consider, online or new sales and offline or old sales.

The E key to request more data from when you were logged off only gets sales while you were not logged into the game. There is no equivalent for new sales after you log in. You can not force that to update that is server controlled.

The server limits the new sales that are presented to a player after you log in. If the server is under load it will not provide new sales at all. This is not a bug, it is intentional on the part of ZOS. This restriction has nothing to do with mod authors. Some people in the official forums have mentioned the only way to force it is to log out to the login screen where you put in your password. I don't recommend doing that because you will be logging in and out a lot. Just log in the next day and get your data.

While we are talking about server restrictions I would like the take the time to remind everyone all server restricted information can not be resolved by mod authors. The last time Philgo attempted to do so ZOS removed the functionality and asked him to remove the code from MM.

Also Arkadius does not use LibHsitorie at all. LibHistorie and Arkadius get data from the guild history panel. MM gets its information from LibHistorie.
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Unread 12/20/22, 03:17 AM  
kueqvzzv

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Till around 2 weeks ago I could follow my sales almost live (~1 min) with MasterMerchant or Arkadius but not anymore. Often I'm stuck with 2 or 4 hours old history with no way to update it manually, it simply shows as synced, all linked already. No lua error whatsoever. So or there's something wrong on my end but I can't find what or the API has been modified.

Edit: I'm not the only one affected in my trading guild.
Last edited by kueqvzzv : 12/20/22 at 03:21 AM.
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Unread 11/26/22, 12:03 AM  
Octopuss
 
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I have just noticed LibHistoire.lua taking whopping 32MB space. I beleive this previously used to be a lot smaller, and shrunk almost to nothing after clicking on the reset listings buttons.
Is this normal?
Also, do huge files in the saved variables folder affect loading times?
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Unread 11/22/22, 10:32 AM  
tralce
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|H1:guild:700291|hWalks-the-Uncharted|h

I can't remember if I've asked before or not, but I would genuinely love a feature to purge guilds I'm not currently in from libHistoire.

As a GM I really don't want to delete libHistoire.lua and start fresh; I'm quite attached to that historical data for my own guild. But I do have cached guild data that I don't need, and cached data from guilds I've not been in for ages.
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Unread 11/03/22, 12:01 AM  
Octopuss
 
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Could you by chance add an option for date format please? I'm from Europe and 6/27/2022 looks bizarre to me, not to mention I am majorly confused when the numbers can make sense in both directions.
We mostly use day.month.year.
Last edited by Octopuss : 11/03/22 at 12:02 AM.
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