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Aura module needs a rewrite #925
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I'm sure you wouldn't forget, but just in case, please don't forget to keep the choice to track only your own/pets (and maybe just current target instead of all enemies (as a choice) too?) auras instead of the whole party/raid's in the refactoring. This (now long ago) change made a hugely significant performance gain. |
I'm thinking that for the redesign, we just watch for CLEU |
But what happens if we swap target in the middle of the fight? |
Aura tracking will update to the new target at the very next state refresh then anyway right? There are a few instances for some classes where you might want to track auras on tertiary enemy targets, but not that many honestly, unless you want a box for each of them telling you redo debuffs, etc. And honestly, just nameplate tracking is better for that than Ovale, anyway. In which case I think the checkbox option to track debuffs on all targets remains a good option instead of subjecting everyone to the rather substantial performance loss that for an edge case use. |
The same as now. The idea is that we use CLEU to passively keep track of auras on all GUIDs, but actively do We currently do a lot of active scanning which can be time-consuming when |
There is already a configuration option that is meant for exactly that. Unless it is being ignored by more recent code? Don't forget the player pet along with player and target as critical though, pets can get important buffs to be tracked. |
You want this to happen automatically, not whether you have a manual config option checked. |
The
Aura
module has a terrible API and is much more complex than it should be for maintaining aura state. There is no easy way to query theAura
module for the current buffs and debuffs, as all queries have to go through the state machine.I will probably work on a refactor of this module next.
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