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> HV STAT v4.3.3 (5/14/2011), The HV Statistics, Tracking, and Analysis Tool

 
post Nov 30 2009, 01:32
Post #21
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QUOTE(cmal @ Nov 28 2009, 03:52) *

That's strange.... Next time you see it, take a couple of screencaps for me. I've never seen that happen myself, so I'll need more info on what's going on when it happens.


It will be done, but this happened to me only 2 / 3 times.
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post Dec 2 2009, 06:23
Post #22
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Any chance for a public release? (IMG:[invalid] style_emoticons/default/smile.gif)
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post Dec 2 2009, 06:30
Post #23
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QUOTE(Red_Piotrus @ Dec 1 2009, 23:23) *

Any chance for a public release? (IMG:[invalid] style_emoticons/default/smile.gif)

Of my beta? No. When its done? Yes.

I just need to get around to putting the cure capture in, investigating some stale cookie issues, testing, and naming. So hopefully, in another week or two.

This post has been edited by cmal: Dec 2 2009, 06:31
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post Dec 3 2009, 01:13
Post #24
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I hate DP, but I need to bump the thread.

Do you guys want to know the average damage dealt by your offhands/counters? I'm leaving dominos out because we already know they're 75% or 50% of your normal damage depending on the distance from the original target.

In other news, got the cure capture in. Now to investigate why my cookies have started crapping out on me sooner than they used to. And then I gotta name this baby.
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post Dec 3 2009, 01:48
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QUOTE(cmal @ Dec 2 2009, 20:13) *

Do you guys want to know the average damage dealt by your offhands/counters?
...
Now to investigate why my cookies have started crapping out on me sooner than they used to. And then I gotta name this baby.

Cookies do seem to be failing rather quickly. After about 13,000 monsters some of my stats stopped tracking while others floundered and only sometimes counted (IMG:[invalid] style_emoticons/default/rolleyes.gif)

The offhand damage could be kinda skewed if you're using a rapier, no?
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post Dec 3 2009, 02:09
Post #26
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QUOTE(DemonEyesBob @ Dec 2 2009, 18:48) *

Cookies do seem to be failing rather quickly. After about 13,000 monsters some of my stats stopped tracking while others floundered and only sometimes counted (IMG:[invalid] style_emoticons/default/rolleyes.gif)

I think my fastest record is 2 days before my cookie went to hell. For a while, before I started adding a ton of stuff to EVO, I was able to go about a week before I needed fresh cookies.

My current theory is that the cookies have a finite number of writes/rewrites, like ye olde fashioned magnetic storage media. There are a few stats that write directly to the cookie instead of going through the "at the end of battle" function, though I think its only the item tracking stuff and maybe the mobs killed stats. I'm gonna try to move every cookie write to an all at once deal and those I can't I'll stuff into another cookie to try to contain the damage, see how that works out. I'm also probably going to condense some data sets from groups of single variables into arrays to try to shrink the cookie a little, see if that helps. Arrays are shorter because then you've only got one variable name to worry about.

QUOTE(DemonEyesBob @ Dec 2 2009, 18:48) *

The offhand damage could be kinda skewed if you're using a rapier, no?

How so?
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post Dec 3 2009, 06:05
Post #27
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QUOTE(cmal @ Dec 2 2009, 21:09) *

I think my fastest record is 2 days before my cookie went to hell. For a while, before I started adding a ton of stuff to EVO, I was able to go about a week before I needed fresh cookies.

My current theory is that the cookies have a finite number of writes/rewrites, like ye olde fashioned magnetic storage media. There are a few stats that write directly to the cookie instead of going through the "at the end of battle" function, though I think its only the item tracking stuff and maybe the mobs killed stats. I'm gonna try to move every cookie write to an all at once deal and those I can't I'll stuff into another cookie to try to contain the damage, see how that works out. I'm also probably going to condense some data sets from groups of single variables into arrays to try to shrink the cookie a little, see if that helps. Arrays are shorter because then you've only got one variable name to worry about.

Could add a write counter and then create a new cookie and copy all the data after a certain number of writes or saves or something.

QUOTE

How so?

I guess actually it won't, for average damage... hmm...
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post Dec 3 2009, 06:18
Post #28
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QUOTE(DemonEyesBob @ Dec 2 2009, 23:05) *

Could add a write counter and then create a new cookie and copy all the data after a certain number of writes or saves or something.

I've thought about that, I just don't know how I'd implement it. I suppose I could just copy the entire contents of the old cookie into a string and then paste that string into a newly created cookie (easy enough). But the switchover between the old and the new cookie is where I'm scratching my head.

I've gone through and checked all the variables, and its only the item trackers that are writing directly to the cache. I'm going to need to rewrite a few functions and use a bit more processing time to do all the element compares during cookie write instead of each capture. Or I could save myself the time and give the item arrays their own cookie, but that would be lazy and could have unintended consequences (primarily, the item cookie going stale without knowing it).


Day Later Edit:
Looked at the code some more and realized I'm an idiot blowing smoke out his ass. The drop trackers write to the cookie at the same time as the rest of the stuff, which is when the save function is called. And that's only at one time -- at the end of the round. But the cache, that's getting changed at different times. Because _cache is an object and the storage variables are parts of that object. Stupid object-oriented programming.

This post has been edited by cmal: Dec 4 2009, 05:32
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post Dec 4 2009, 05:59
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Okay, I've now experienced the issue bbgr mentioned. None of the modifications that the script makes to the page are appearing -- no duration badges, no log highlighting, no round counter, no mob info, even the icon for the UI has disappeared. I have no idea what is wrong, but I do know that the script is still loading because my dev version is still showing a change I added as a check if the script was loading or not. So yes, the script is loading, but there's something wrong somewhere.
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post Dec 4 2009, 06:49
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/ignore

This post has been edited by DemonEyesBob: Dec 4 2009, 06:54
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post Dec 4 2009, 06:51
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I'm not seeing the duration, either. I assumed it was connected to Battle Buddy not working anymore.
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post Dec 4 2009, 06:55
Post #32
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[dumpsandbox.appspot.com] http://dumpsandbox.appspot.com/bb/js/jqueryui.js is called by the script, and apparently it has reached it's bandwidth quota, so it can't be loaded, so the script is failing.

@cmal: I suggest the use of @require, since that will load the required third party libraries to the drive and keep them there, making this a non-issue (although it means updating will require uninstalling and then installing the script again).
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post Dec 4 2009, 07:02
Post #33
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QUOTE(DemonEyesBob @ Dec 3 2009, 23:55) *

[dumpsandbox.appspot.com] http://dumpsandbox.appspot.com/bb/js/jqueryui.js is called by the script, and apparently it has reached it's bandwidth quota, so it can't be loaded, so the script is failing.

@cmal: I suggest the use of @require, since that will load the required third party libraries to the drive and keep them there, making this a non-issue (although it means updating will require uninstalling and then installing the script again).

I was beginning to suspect that was the problem but had no way to check. How did you figure it was bandwidth quota?
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post Dec 4 2009, 07:05
Post #34
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QUOTE(cmal @ Dec 4 2009, 02:02) *

I was beginning to suspect that was the problem but had no way to check. How did you figure it was bandwidth quota?

Sonic's suggested that google's site might be down, so I went and checked the script to see what non-hv pages/images/scripts were loaded. I remembered that it still uses that weird ass hack to load the libraries instead of @require, so I just checked those. Umm... I just went to the urls (as opposed to uberhax telling me) o_o

(IMG:[i.imgur.com] http://i.imgur.com/NTo7U.png)

This post has been edited by DemonEyesBob: Dec 4 2009, 07:06
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post Dec 4 2009, 07:14
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Well, even if I do use @require to load the UI js and cdss files, we still need bandwidth since the duration badge and the other UI icons pull a images from there. Right now I can't think of a solution, either temporary or long-term. Unless you can @require the images, too....

What's strange is we never had this problem before, really. And we've had BB v2.0 for several months now.

EDIT:
Just went to GM's wiki and looks like there's @resource that we can use for the images and the css. I'll see if I can put together a quickfix to try to resolve this for the time being.

This post has been edited by cmal: Dec 4 2009, 07:22
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post Dec 4 2009, 07:26
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QUOTE(cmal @ Dec 4 2009, 02:14) *

Well, even if I do use @require to load the UI js and cdss files, we still need bandwidth since the duration badge and the other UI icons pull a images from there. Right now I can't think of a solution, either temporary or long-term. Unless you can @require the images, too....

What's strange is we never had this problem before, really. And we've had BB v2.0 for several months now.

EDIT:
Just went to GM's wiki and looks like there's @resource that we can use for the images and the css. I'll see if I can put together a quickfix to try to resolve this for the time being.

Told ya (IMG:[invalid] style_emoticons/default/tongue.gif) (IMG:[invalid] style_emoticons/default/wink.gif)
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post Dec 4 2009, 07:39
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Looks like this'll be a little more difficult because of the way the script includes all the UI stuff. Its gonna take me some time to figure it out. Unless there's a Javascript expert in the house willing to lend a hand....

EDIT:
Update on status. I think I've managed to get the js and css files all loaded and working with @require and @resource. Only thing left is to figure out the images, but I think I have an idea of how it'll work. That will have to wait until tomorrow, though, I need sleep.

This post has been edited by cmal: Dec 4 2009, 09:35
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post Dec 4 2009, 15:16
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QUOTE(cmal @ Dec 4 2009, 02:39) *

Looks like this'll be a little more difficult because of the way the script includes all the UI stuff. Its gonna take me some time to figure it out. Unless there's a Javascript expert in the house willing to lend a hand....

EDIT:
Update on status. I think I've managed to get the js and css files all loaded and working with @require and @resource. Only thing left is to figure out the images, but I think I have an idea of how it'll work. That will have to wait until tomorrow, though, I need sleep.

This should end up making the script quite a bit faster, since everything will be loaded into cache locally instead of downloaded every time (IMG:[invalid] style_emoticons/default/smile.gif)
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post Dec 4 2009, 18:58
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New update: Been working on it for a few hours now and I don't think I actually got anywhere last night.... My BW counter is still showing usage from loading the UI stuff, so its still pulling something from my host.

The images also don't seem to work. There's very little documentation on how @resource is supposed to be used and the only thing I've been able to find out so far is to use the GM API GM_getResourceURL to pull the URL of the images and plug that in to the code. Unfortunately, that command doesn't work with unsafewindow because of security exceptions. I tried commenting that section out, and the script doesn't work at all.

Dumpsandbox seems to be back up for the time being, so I'm going to put this aside for now and get back to work on finishing EVO before getting back on this. Maybe by that time, I'll find a solution.
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post Dec 4 2009, 19:14
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QUOTE(cmal @ Dec 4 2009, 13:58) *

New update: Been working on it for a few hours now and I don't think I actually got anywhere last night.... My BW counter is still showing usage from loading the UI stuff, so its still pulling something from my host.

The images also don't seem to work. There's very little documentation on how @resource is supposed to be used and the only thing I've been able to find out so far is to use the GM API GM_getResourceURL to pull the URL of the images and plug that in to the code. Unfortunately, that command doesn't work with unsafewindow because of security exceptions. I tried commenting that section out, and the script doesn't work at all.

Dumpsandbox seems to be back up for the time being, so I'm going to put this aside for now and get back to work on finishing EVO before getting back on this. Maybe by that time, I'll find a solution.

A little note about @require (and probably @resources), each time you add/change the urls you're using for it you need to completely uninstall and then re-install the script. Grab me if/when you ever get back to doing that stuff, since like you said dumpsandbox is back up, so no need to deal with it right now.
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