teso libgroupsocket что за мод
Teso libgroupsocket что за мод
(актуально на текущий момент для EU клиента)
Существует несколько глобальных интерфейсных аддонов и куча мелких, которые кардинально меняют картинку на экране и добавляют туда много полезной информации. Некоторые скажут, что они захламляют экран, убивают ролеплейность игры и делают интерфейс больше похожим на борт-панель самолета и будут отчасти правы. Но без той дополнительной инфы, что они предоставляют, вам скорее всего будет очень сложно или почти невозможно проходть топовый контент в игре или эффективно сражаться в PvP.
Все представленные аддоны обладают схожим функционалом, я взял наиболее приглянувшееся мне, что мне удобнее оказалось использовать.
For Players
In order to follow ZOS’ opt out policy (brought up in regards to Group Damage), LibGroupSocket gives you fine grained control over what data you share with your group. Per default it automatically disables the sending of all data when you leave a group, or quit the game.
You can download and install LibGroupSocket like any other addon, in order to enable saving settings for it.
This first version of the library is mostly a trial to see how it will work in combination with the many other addons out there and also to see how ZOS will react and how much interest it generates with players.
For future versions I am considering to split message handlers into separate libraries, so they can be updated independently.
ReadBit
Reads a bit from the data stream and increments the index and bit index accordingly.
WriteBit
Writes a bit to the data stream and increments the index and bit index accordingly.
ReadChar
Reads a single byte from the data stream, converts it into a string character and increments the index accordingly.
WriteChar
Writes a single character to the data stream and increments the index accordingly.
ReadUint8
Reads a single byte from the data stream and increments the index accordingly.
ReadUint16
Reads two byte from the data stream, converts them to one integer and increments the index accordingly.
WriteUint16
Writes a 16-bit unsigned integer to the data stream and increments the index accordingly. The value is clamped and floored to match the data type.
EncodeData
Converts 4 bytes of data into coordinates for a map ping.
DecodeData
Converts normalized map ping coordinates into 4 bytes of data.
Step size specifies the smallest possible increment for the coordinates on a map.
Returns 4 integers between 0 and 255.
MessageType
MessageType is an enumeration of implemented message types.
lib.MESSAGE_TYPE_RESERVED: Reserved in case we ever have more than 31 message types. Can also be used for local tests.
lib.MESSAGE_TYPE_RESOURCES: For exchanging stamina and magicka values.
EncodeHeader
Packs a 5-bit messageType and a 3-bit length value into one byte of data.
DecodeHeader
Unpacks a 5-bit messageType and a 3-bit length value from one byte of data.
Send
Queues up to seven byte of data of the selected messageType for broadcasting to all group members.
RegisterHandler
Registers a handler module for a specific data type.
This module will keep everything related to data handling out of any single addon, in order to let multiple addons use the same messageType.
GetHandler
Gives access to an already registered handler for addons.
RegisterCallback
Register for unprocessed data of a messageType.
UnregisterCallback
Unregister for unprocessed data of a messageType.
/lgs
Gives access to the «enabled» setting via a chat command.
v1.3.0:
— updated to modern library standards and switched to semantic versioning
— removed all embedded libraries
— added logging and chat messages via LibDebugLogger and LibChatMessage respectively
— added global variable «LibGroupSocket» for direct access without LibStub
r2:
— reserved message type for Solinur’s dps handler
— fixed settings not getting saved, even when the library is installed as a standalone addon
* NOTE: this required a small change to the way how handlers initialize their settings
— added flag to resource handler to transmit which resource pool is larger
* NOTE: when only the percentage is transmitted by a player, it will set the max value of the larger pool to 2k instead of 1k
There seems to be an issue with the standalone LIB GPS and the one included in your file which is causing issues in mods like MapPins, Raid Notifier etc. Would you care to update your file please?
I’ve recently rewritten my addon to use LibGroupSocket rather than LibMapPing at a great decrease in code size and complexity. Thanks. Great library.
I have a problem that is difficult (for me) to debug, though. Every so often one player seemingly stops sending even when LGS:Send() does not return false. I haven’t been able to figure out what causes the issue, though. I thought maybe it happened to player a when player b logs out or when player b zones a lot but I can’t confirm that. When player seems to stops sending, both player a and player b see player b’s pings but neither sees pings from a.
Any hints on the best way to debug this? I can obviously just start sprinkling debugging d()’s throughout LibGroupSocket but that has a tendency to overload chat and sometimes the issue takes five minutes or more to crop up. Is there a more elegant way to debug a situation where a player apparently isn’t sending? I think I’ve debugged this all the way down to the point where the code is calling LGS:Send so I don’t think it’s something obviously wrong with my code although typing this could very well lead to an aha! moment once I hit «Submit Reply».
Unfortunately this is one of the problems I mentioned in the LibMapPing comments. I haven’t gotten around to test it with LGS2 yet, but it should be fixed since it handles outgoing pings differently in order to provide a global queuing mechanism.
Aha. If I reduce the frequency of my sends would that reduce the possibility of a problem too?
Right now, I’m sending player information every second but I could (and should) only send information if something changes.
I’ve recently rewritten my addon to use LibGroupSocket rather than LibMapPing at a great decrease in code size and complexity. Thanks. Great library.
I have a problem that is difficult (for me) to debug, though. Every so often one player seemingly stops sending even when LGS:Send() does not return false. I haven’t been able to figure out what causes the issue, though. I thought maybe it happened to player a when player b logs out or when player b zones a lot but I can’t confirm that. When player seems to stops sending, both player a and player b see player b’s pings but neither sees pings from a.
Any hints on the best way to debug this? I can obviously just start sprinkling debugging d()’s throughout LibGroupSocket but that has a tendency to overload chat and sometimes the issue takes five minutes or more to crop up. Is there a more elegant way to debug a situation where a player apparently isn’t sending? I think I’ve debugged this all the way down to the point where the code is calling LGS:Send so I don’t think it’s something obviously wrong with my code although typing this could very well lead to an aha! moment once I hit «Submit Reply».
Unfortunately this is one of the problems I mentioned in the LibMapPing comments. I haven’t gotten around to test it with LGS2 yet, but it should be fixed since it handles outgoing pings differently in order to provide a global queuing mechanism.
>siri.exe MyAddon Does your addon work? [y/n] n There is a typo in there. |
I’ve recently rewritten my addon to use LibGroupSocket rather than LibMapPing at a great decrease in code size and complexity. Thanks. Great library.
I have a problem that is difficult (for me) to debug, though. Every so often one player seemingly stops sending even when LGS:Send() does not return false. I haven’t been able to figure out what causes the issue, though. I thought maybe it happened to player a when player b logs out or when player b zones a lot but I can’t confirm that. When player seems to stops sending, both player a and player b see player b’s pings but neither sees pings from a.
Any hints on the best way to debug this? I can obviously just start sprinkling debugging d()’s throughout LibGroupSocket but that has a tendency to overload chat and sometimes the issue takes five minutes or more to crop up. Is there a more elegant way to debug a situation where a player apparently isn’t sending? I think I’ve debugged this all the way down to the point where the code is calling LGS:Send so I don’t think it’s something obviously wrong with my code although typing this could very well lead to an aha! moment once I hit «Submit Reply».
For Players
In order to follow ZOS’ opt out policy (brought up in regards to Group Damage), LibGroupSocket gives you fine grained control over what data you share with your group. Per default it automatically disables the sending of all data when you leave a group, or quit the game.
You can download and install LibGroupSocket like any other addon, in order to enable saving settings for it.
This first version of the library is mostly a trial to see how it will work in combination with the many other addons out there and also to see how ZOS will react and how much interest it generates with players.
For future versions I am considering to split message handlers into separate libraries, so they can be updated independently.
ReadBit
Reads a bit from the data stream and increments the index and bit index accordingly.
WriteBit
Writes a bit to the data stream and increments the index and bit index accordingly.
ReadChar
Reads a single byte from the data stream, converts it into a string character and increments the index accordingly.
WriteChar
Writes a single character to the data stream and increments the index accordingly.
ReadUint8
Reads a single byte from the data stream and increments the index accordingly.
ReadUint16
Reads two byte from the data stream, converts them to one integer and increments the index accordingly.
WriteUint16
Writes a 16-bit unsigned integer to the data stream and increments the index accordingly. The value is clamped and floored to match the data type.
EncodeData
Converts 4 bytes of data into coordinates for a map ping.
DecodeData
Converts normalized map ping coordinates into 4 bytes of data.
Step size specifies the smallest possible increment for the coordinates on a map.
Returns 4 integers between 0 and 255.
MessageType
MessageType is an enumeration of implemented message types.
lib.MESSAGE_TYPE_RESERVED: Reserved in case we ever have more than 31 message types. Can also be used for local tests.
lib.MESSAGE_TYPE_RESOURCES: For exchanging stamina and magicka values.
EncodeHeader
Packs a 5-bit messageType and a 3-bit length value into one byte of data.
DecodeHeader
Unpacks a 5-bit messageType and a 3-bit length value from one byte of data.
Send
Queues up to seven byte of data of the selected messageType for broadcasting to all group members.
RegisterHandler
Registers a handler module for a specific data type.
This module will keep everything related to data handling out of any single addon, in order to let multiple addons use the same messageType.
GetHandler
Gives access to an already registered handler for addons.
RegisterCallback
Register for unprocessed data of a messageType.
UnregisterCallback
Unregister for unprocessed data of a messageType.
/lgs
Gives access to the «enabled» setting via a chat command.
v1.3.0:
— updated to modern library standards and switched to semantic versioning
— removed all embedded libraries
— added logging and chat messages via LibDebugLogger and LibChatMessage respectively
— added global variable «LibGroupSocket» for direct access without LibStub
r2:
— reserved message type for Solinur’s dps handler
— fixed settings not getting saved, even when the library is installed as a standalone addon
* NOTE: this required a small change to the way how handlers initialize their settings
— added flag to resource handler to transmit which resource pool is larger
* NOTE: when only the percentage is transmitted by a player, it will set the max value of the larger pool to 2k instead of 1k
There seems to be an issue with the standalone LIB GPS and the one included in your file which is causing issues in mods like MapPins, Raid Notifier etc. Would you care to update your file please?
I’ve recently rewritten my addon to use LibGroupSocket rather than LibMapPing at a great decrease in code size and complexity. Thanks. Great library.
I have a problem that is difficult (for me) to debug, though. Every so often one player seemingly stops sending even when LGS:Send() does not return false. I haven’t been able to figure out what causes the issue, though. I thought maybe it happened to player a when player b logs out or when player b zones a lot but I can’t confirm that. When player seems to stops sending, both player a and player b see player b’s pings but neither sees pings from a.
Any hints on the best way to debug this? I can obviously just start sprinkling debugging d()’s throughout LibGroupSocket but that has a tendency to overload chat and sometimes the issue takes five minutes or more to crop up. Is there a more elegant way to debug a situation where a player apparently isn’t sending? I think I’ve debugged this all the way down to the point where the code is calling LGS:Send so I don’t think it’s something obviously wrong with my code although typing this could very well lead to an aha! moment once I hit «Submit Reply».
Unfortunately this is one of the problems I mentioned in the LibMapPing comments. I haven’t gotten around to test it with LGS2 yet, but it should be fixed since it handles outgoing pings differently in order to provide a global queuing mechanism.
Aha. If I reduce the frequency of my sends would that reduce the possibility of a problem too?
Right now, I’m sending player information every second but I could (and should) only send information if something changes.
I’ve recently rewritten my addon to use LibGroupSocket rather than LibMapPing at a great decrease in code size and complexity. Thanks. Great library.
I have a problem that is difficult (for me) to debug, though. Every so often one player seemingly stops sending even when LGS:Send() does not return false. I haven’t been able to figure out what causes the issue, though. I thought maybe it happened to player a when player b logs out or when player b zones a lot but I can’t confirm that. When player seems to stops sending, both player a and player b see player b’s pings but neither sees pings from a.
Any hints on the best way to debug this? I can obviously just start sprinkling debugging d()’s throughout LibGroupSocket but that has a tendency to overload chat and sometimes the issue takes five minutes or more to crop up. Is there a more elegant way to debug a situation where a player apparently isn’t sending? I think I’ve debugged this all the way down to the point where the code is calling LGS:Send so I don’t think it’s something obviously wrong with my code although typing this could very well lead to an aha! moment once I hit «Submit Reply».
Unfortunately this is one of the problems I mentioned in the LibMapPing comments. I haven’t gotten around to test it with LGS2 yet, but it should be fixed since it handles outgoing pings differently in order to provide a global queuing mechanism.
>siri.exe MyAddon Does your addon work? [y/n] n There is a typo in there. |
I’ve recently rewritten my addon to use LibGroupSocket rather than LibMapPing at a great decrease in code size and complexity. Thanks. Great library.
I have a problem that is difficult (for me) to debug, though. Every so often one player seemingly stops sending even when LGS:Send() does not return false. I haven’t been able to figure out what causes the issue, though. I thought maybe it happened to player a when player b logs out or when player b zones a lot but I can’t confirm that. When player seems to stops sending, both player a and player b see player b’s pings but neither sees pings from a.
Any hints on the best way to debug this? I can obviously just start sprinkling debugging d()’s throughout LibGroupSocket but that has a tendency to overload chat and sometimes the issue takes five minutes or more to crop up. Is there a more elegant way to debug a situation where a player apparently isn’t sending? I think I’ve debugged this all the way down to the point where the code is calling LGS:Send so I don’t think it’s something obviously wrong with my code although typing this could very well lead to an aha! moment once I hit «Submit Reply».
16 Fev, 2020 às 11:32 Доброго времени суток!
Решил установить две модификации это HarvestMap и Votan’s map
Votan’s map установился на ура(библиотеки для поддержки мода тоже скачались на отлично),но HarvestMap требует несколько библиотек которые я все скачал
Для поддержки каждой из библиотеки из мода HarvestMap требуется самая главная библиотека LibMapPing. Качал я её с офф сайта(Не помогло).Решил найти через программу Minion(тоже не помогло).Сейчас сижу и не знаю что либо делать так как информации по этому поводу я не нашёл.Скачав и установив LibMapPing с сайта ESOUI и закинув в папку мне пишет что аддон устарел хотя я скачал САМУЮ АКТУАЛЬНУЮ и новую версию данной библиотеки.Просьба помочь.
P.S:Скачивал всю эту делюгу на чистую и новую TESO(без каких либо модификации и даже намёка на них) 16 Fev, 2020 às 15:01 Галочку напротив пункта «Использовать устаревшие модификации» в меню модификаций, поставил? Базу Харвеста через файл в папке с аддоном обновил? Настройки самого аддона на отображение элементов включал? 17 Fev, 2020 às 1:51
Teso libgroupsocket что за мод
(актуально на текущий момент для EU клиента)
http://www.esoui.com/downloads/info667-Destinations.html
Обширный аддон с кучей функционала, который покажет вам на карте:
Показывает неоткрытые места на карте
Показывает места, где находятся NPC или предметы для нескольких десятков ачивок, в т.ч. все точки возможного появления блуждающих NPC
Прочие интересные места: двемерские руины, айлейдские колодцы, алатри вампиров и вервольфов и т.п.
Места появления рыбных лунок
Квесты с фильтрами (пройденные/не пройденные/повторяющиеся/золлото-серебро Кадвелла)
http://www.esoui.com/downloads/info288-LoreBooks.html
Показывает на карте местоположение всех книг знаний, необходимых для продвижения по линейке гильдии магов. После прохождения заданий гильдии и обретения способности эйдетической памяти будет так же показывать местоположение всех книг/свиток/записок, которых у вас еще нет в эйдетической памяти.
http://www.esoui.com/downloads/info128-SkyShards.html
Отмечает на вашей карте расположение всех найденных/ не найденных скайшардов.
http://www.esoui.com/downloads/info561-LostTreasure.html
При наличии в инвентаре карты сокровищ покажет на карте точное расположение зарытого сундука для имеющихся карт.
http://www.esoui.com/downloads/info499-EnglishPOIandKeepNames.html
Актуально тем кто играет не на английском клиенте или использует RuESO. Данный аддон дублирует многие названия объектов на карте на английском. Полезно при общении с англоговорящими
http://www.esoui.com/downloads/info1154-Goto.html
Простой аддон, добавляющий на карту еще одну закладку, где формирует полный список со вех ваших гильдий к кому вы можете телепортироваться. Сильно экономит золото и время на путешествия.
http://www.esoui.com/downloads/info57-HarvestMapEsoheadMarkers.html
№1 для собирательства. Запоминает в каком месте какой ресурс вы собрали, т.ч. сундуки и тяжелый мешки и показывает вам это на карте. При необходимости можно отключить показ ненужных типов ресурсов.
Можно импортировать уже имеющие базы точек респа ресурсов от других игроков. Инструкция на странице аддона
http://www.esoui.com/downloads/info753-BankManagerRevived.html
Эффективное автоматическое управление банком. В игре 100500 разнообразных ресурсов и вещей, которые вы хотите хранить. Но банк и инвентарь не резиновые. Вы пришли к банку и в тысячный раз руками перекладываете 3 найденных морковки, 4 доски, 3 камня и неизученный мотив, чтобы опустошить рюкзак для новых трофеев? И так из раза в раз и это надоело? Куча фильтров-условий в настройках аддона позволит ему автоматически перемещать предметы из/в инвентаря/банка. Потрать один раз полчаса на настройку и потом он все будет перекладывать за вас.
P.S. Имеет меньшую актуальность при наличии крафтовой сумки при активной подписке, но не становится бесполезным вообще.
http://www.esoui.com/downloads/info97-Dustman.html
Настройте фильтры и аддон согласно им будет автоматически перемещать предметы сразу в мусор (Junk).
Отдельно есть опция автоматической продажи всего мусора при посещении торговца.
Если мусора слишком много, настройте дополнительно опцию сразу удалять навсегда предметы по критериям.
Есть отдельные настройки для ворованных предметов (автопродажа, автоотмытие)
http://www.esoui.com/downloads/info1104-FCOCraftFilter.html
Очень полезное дополнение к предыдущему аддону. Он может скрыть из меню деконструкта вещи в банке. Помогает быстро чистить сумку после фарма.
http://www.esoui.com/downloads/info35-LootdropContinuedAllinOne.html
Красиво выводит информацию о поднимаемом луте. Имеет много опций для кастомизации и фильтрации показываемого. Есть так же опция показывать лут членов группы.
http://www.esoui.com/downloads/info707-MerQuickslotFilters.html
Аналогичен Advanced Filters, только добавляет фильтры для закладки настройки быстрых слотов в инвентаре.
+CraftStore HotFix 3
http://www.esoui.com/downloads/info1047-CraftStore.html
http://www.esoui.com/downloads/info1376-CraftStoreHotFix3.html
Основной вспомогательный аддон для кузнечества/плотничества/шитейного дела/готовки еды.
Для готовки меняет базовый интерфейс на компактный и информативный.
Для кузнечества/плотничества/шитейного дела позволяет в удобном виде отслеживать изученные трейты(особенности), ход их изучения и ставить изучение одним кликом при наличии вещи с неизученным трейтом в инвентаре/банке
http://www.esoui.com/downloads/info1158-AutoMaxImprovement.html
Маленький, но очень полезный аддон. При улучшении вещей по умолчанию устанавливает максимальное кол-во улучшателей, чтобы шанс улучшить был всегда 100%
http://www.esoui.com/downloads/info668-CraftingStations.html
Покажет на карте расположение всех крафтовых станций для создания крафтовых сетов, даже если вы их еще не открыли. Так же при наведении показывает название сета, кторый можно изготовить и его бонусы.
http://www.esoui.com/downloads/info405-PotionMakerforAlchemyCrafting.html
Замена стандартного интерфейса алхимии на более удобный и продвинутый с фильтрами и избранным.
Существует несколько глобальных интерфейсных аддонов и куча мелких, которые кардинально меняют картинку на экране и добавляют туда много полезной информации. Некоторые скажут, что они захламляют экран, убивают ролеплейность игры и делают интерфейс больше похожим на борт-панель самолета и будут отчасти правы. Но без той дополнительной инфы, что они предоставляют, вам скорее всего будет очень сложно или почти невозможно проходть топовый контент в игре или эффективно сражаться в PvP.
Все представленные аддоны обладают схожим функционалом, я взял наиболее приглянувшееся мне, что мне удобнее оказалось использовать.