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WoW Memory Editing WoW Memory Editing for learning purposes only.
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  #1  
Old 10-12-2009
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Do LUA addons execute in Wow's main thread?

Question in topic...
Got some strange things going on which look as threading issues...
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Old 10-12-2009
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Are you seriously asking this? No.. really.... seriously?
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Old 10-12-2009
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Quote:
Originally Posted by Cypher View Post
Are you seriously asking this? No.. really.... seriously?
What's so weird about this question?
AFAIK macros and text gets executed in the main thread.
Try typing this ingame:
Code:
/run for i=0,10000000 do for t=0,1000000 do end end
That will freeze WoW for a really long time - but why would Blizzard allow addons to freeze WoW's main thread?

@OP: I believe they do. Apoc posted a thread about hooking the OnUpdate script event for addons, which is basicly like an EndScene hook - it should be called from the main thread.
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Old 10-12-2009
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I dont realize it is such a stupid question.

I dont know if LUA parsers are threaded, if all LUA addons are executed side by side or one at a time, stuff like that ...

I would say without knowing anything about it, that that the main thread probably fires the frame update event syncronously, but i dont know for sure, hence asking.
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@Main, thanks i have looked but i didnt find that info. I tried to do stuff like that. Call a custom lua command from an addon instead of endscene hook (or actually both during development) but some strange things happened, thats why I Just wanted to make sure the the Addon was executing in the main thread...
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Old 10-12-2009
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@MaiN: It makes sense for for loops to pause the main thread until completion, otherwise people could use them as a crude timing method for macro based bots.
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Quote:
Originally Posted by FenixTX2 View Post
@MaiN: It makes sense for for loops to pause the main thread until completion, otherwise people could use them as a crude timing method for macro based bots.
That's true, but not really. It's still easily done by using OnUpdate.
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Last edited by MaiN; 10-12-2009 at 09:31 AM.
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Think I can answer this one myself... and the answer is... No...

(Or maybe No... really... seriously... ;P)

GetCurrentThreadId returns different ids when called from Lua addon and from endscene hook.
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Old 10-12-2009
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Lua is not Multi-Threaded capable, at least not in it's current incarnation. Lua must be called from the Main Thread of the game.
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So... How come I got the result I got from my little test?

1. Reg you Lua function which just call GetCurrentThreadId(), call that func from Lua addon
2. Call GetCurrentTreadId() from endscene
3. Compare, at least I get diffent ids...
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Old 10-12-2009
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Another reason it has to be executed by WoWs mainthread is that all relevant game-information is stored in the mainthreads TLS.
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Old 10-12-2009
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Quote:
Originally Posted by ggg898 View Post
So... How come I got the result I got from my little test?

1. Reg you Lua function which just call GetCurrentThreadId(), call that func from Lua addon
2. Call GetCurrentTreadId() from endscene
3. Compare, at least I get diffent ids...
Click the image to open in full size.
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Old 10-12-2009
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Quote:
Originally Posted by flo8464 View Post
Another reason it has to be executed by WoWs mainthread is that all relevant game-information is stored in the mainthreads TLS.
Ladies an gentleman we have a winner!

1. The object manager is thread-local and only available in the main thread.
2. Lots of the Lua callbacks rely on the object manager.
3. Ergo, Lua must be executed in the main thread.


Quote:
Originally Posted by suicidity View Post
Lua is not Multi-Threaded capable, at least not in it's current incarnation. Lua must be called from the Main Thread of the game.
This too.
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  #14  
Old 10-13-2009
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@robske, Ok thanks, must be something strange that messed up my test.

And thanks to all other too taking time. Thought about the TLS but was confused by my test, which must have been f****d up.
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