GameHelper: A light version of PoeHUD/Exile-Api menu

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  1. #1471
    blubber424's Avatar Member
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    Hi
    I still have massive performance issues, especially in HO-> If i restart the script performance is fine, map and then move to HO my complete laptop starts to lag... Maybe a buffer which is filling up? is the source available

    GameHelper: A light version of PoeHUD/Exile-Api
  2. #1472
    CausalityMerchant's Avatar Active Member CoreCoins Purchaser
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    Originally Posted by blubber424 View Post
    Hi
    I still have massive performance issues, especially in HO-> If i restart the script performance is fine, map and then move to HO my complete laptop starts to lag... Maybe a buffer which is filling up? is the source available
    maybe its something in the HO thats causing the issue, have you tried switching to different/basic HO and see if the program still lag

  3. #1473
    GameHelper's Avatar ★ Elder ★ CoreCoins Purchaser
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    Originally Posted by blubber424 View Post
    Hi
    I still have massive performance issues, especially in HO-> If i restart the script performance is fine, map and then move to HO my complete laptop starts to lag... Maybe a buffer which is filling up? is the source available
    there is a checkbox saying "Disable entity processing when in town/ho" click that.
    If I did not reply to you, it mean the question you are asking is stupid.

  4. #1474
    GameHelper's Avatar ★ Elder ★ CoreCoins Purchaser
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    Originally Posted by duiliofrancis2 View Post
    Would be great to use the POEHUD Plugins. The Light Version will be able to do this or the "main PoeHuD" will be released soon? Im patreon now. Good job with all help bro o/
    that's very difficult to do given that GH was created from scratch. This depends on lots of factors, some of them are in my control and some of them aren't. Let's see, maybe 2023.
    If I did not reply to you, it mean the question you are asking is stupid.

  5. #1475
    jli2's Avatar Member
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    Manual disconnect does not work. Any configuration are needed? Thanks!

  6. #1476
    GameHelper's Avatar ★ Elder ★ CoreCoins Purchaser
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    Originally Posted by jli2 View Post
    Manual disconnect does not work. Any configuration are needed? Thanks!
    Run GH as admin? Works for me.
    If I did not reply to you, it mean the question you are asking is stupid.

  7. #1477
    RebrandSoft's Avatar Member
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    Originally Posted by GameHelper View Post
    that's very difficult to do given that GH was created from scratch. This depends on lots of factors, some of them are in my control and some of them aren't. Let's see, maybe 2023.
    This will be POG 😅

  8. #1478
    jli2's Avatar Member
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    Originally Posted by GameHelper View Post
    Run GH as admin? Works for me.
    Yes, run as admin. Strange!

  9. #1479
    threeeeelo's Avatar Member
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    Radar doesn't seem to detect or label any doors/transitions in labs. The information is missing from the important tgt file. Is the information needed unavailable in lab?

  10. #1480
    GameHelper's Avatar ★ Elder ★ CoreCoins Purchaser
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    Originally Posted by threeeeelo View Post
    Radar doesn't seem to detect or label any doors/transitions in labs. The information is missing from the important tgt file. Is the information needed unavailable in lab?
    Yeah labs not done, feel free to do them and share with the community.
    If I did not reply to you, it mean the question you are asking is stupid.

  11. #1481
    akfdi's Avatar Member
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    Please add a follow function...

  12. #1482
    VioletVibes's Avatar Active Member
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    Originally Posted by GameHelper View Post
    Yeah I have this issue, I can’t figure out why is it happening. It’s .net / windows specific. This isn’t happening to a friend of mine.

    Although it’s happening less and less, it’s still annoying. I just don’t understand how to debug something that have no errors or anything.

    I've noticed this happens a lot when using dual monitors and alt-tabbing to something else from PoE. Might not be related but it's something :shrug:

  13. #1483
    GameHelper's Avatar ★ Elder ★ CoreCoins Purchaser
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    Originally Posted by VioletVibes View Post
    I've noticed this happens a lot when using dual monitors and alt-tabbing to something else from PoE. Might not be related but it's something :shrug:
    This haven’t happened to me in a while. All I did was install .net 6 runtime and run windows update.
    If I did not reply to you, it mean the question you are asking is stupid.

  14. #1484
    datz's Avatar Active Member
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    yea crashes atleast once an hour sometimes more downloaded the .net 6 or w/e and comp is up to date ><

  15. #1485
    vvvatlas's Avatar Member
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    Originally Posted by datz View Post
    yea crashes atleast once an hour sometimes more downloaded the .net 6 or w/e and comp is up to date ><
    Then provide him with your error logs. So he can have more information on how to fix your crashes.

    I'll add that mine does too.

    Code:
    2/7/2022 3:04 PM Program exited with message:
     System.AggregateException: One or more errors occurred. (Object reference not set to an instance of an object.)
     ---> System.NullReferenceException: Object reference not set to an instance of an object.
       at GameHelper.RemoteObjects.States.InGameStateObjects.Entity.UpdateComponentData(ItemStruct idata, Boolean hasAddressChanged) in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\States\InGameStateObjects\Entity.cs:line 194
       at GameHelper.RemoteObjects.States.InGameStateObjects.Entity.UpdateData(Boolean hasAddressChanged) in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\States\InGameStateObjects\Entity.cs:line 222
       at GameHelper.RemoteObjects.RemoteObjectBase.set_Address(IntPtr value) in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\RemoteObjectBase.cs:line 66
       at GameHelper.RemoteObjects.States.InGameStateObjects.AreaInstance.<>c__DisplayClass53_0.<UpdateEntities>b__0(Int32 index) in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\States\InGameStateObjects\AreaInstance.cs:line 313
       at System.Threading.Tasks.Parallel.<>c__DisplayClass19_0`1.<ForWorker>b__1(RangeWorker& currentWorker, Int32 timeout, Boolean& replicationDelegateYieldedBeforeCompletion)
    --- End of stack trace from previous location ---
       at System.Threading.Tasks.Parallel.<>c__DisplayClass19_0`1.<ForWorker>b__1(RangeWorker& currentWorker, Int32 timeout, Boolean& replicationDelegateYieldedBeforeCompletion)
       at System.Threading.Tasks.TaskReplicator.Replica.Execute()
       --- End of inner exception stack trace ---
       at System.Threading.Tasks.TaskReplicator.Run[TState](ReplicatableUserAction`1 action, ParallelOptions options, Boolean stopOnFirstFailure)
       at System.Threading.Tasks.Parallel.ForWorker[TLocal](Int32 fromInclusive, Int32 toExclusive, ParallelOptions parallelOptions, Action`1 body, Action`2 bodyWithState, Func`4 bodyWithLocal, Func`1 localInit, Action`1 localFinally)
    --- End of stack trace from previous location ---
       at System.Threading.Tasks.Parallel.ThrowSingleCancellationExceptionOrOtherException(ICollection exceptions, CancellationToken cancelToken, Exception otherException)
       at System.Threading.Tasks.Parallel.ForWorker[TLocal](Int32 fromInclusive, Int32 toExclusive, ParallelOptions parallelOptions, Action`1 body, Action`2 bodyWithState, Func`4 bodyWithLocal, Func`1 localInit, Action`1 localFinally)
       at System.Threading.Tasks.Parallel.For(Int32 fromInclusive, Int32 toExclusive, Action`1 body)
       at GameHelper.RemoteObjects.States.InGameStateObjects.AreaInstance.UpdateEntities(StdMap ePtr, ConcurrentDictionary`2 data, Boolean addToCache) in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\States\InGameStateObjects\AreaInstance.cs:line 311
       at GameHelper.RemoteObjects.States.InGameStateObjects.AreaInstance.UpdateData(Boolean hasAddressChanged) in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\States\InGameStateObjects\AreaInstance.cs:line 248
       at GameHelper.RemoteObjects.States.InGameStateObjects.AreaInstance.OnPerFrame()+MoveNext() in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\States\InGameStateObjects\AreaInstance.cs:line 565
       at Coroutine.ActiveCoroutine.MoveNext()
       at Coroutine.ActiveCoroutine.OnEvent(Event evt)
       at Coroutine.CoroutineHandlerInstance.RaiseEvent(Event evt)
       at Coroutine.CoroutineHandler.RaiseEvent(Event evt)
       at GameHelper.GameOverlay.Render() in D:\a\GameOverlay\GameOverlay\GameHelper\GameOverlay.cs:line 85
       at ClickableTransparentOverlay.Overlay.RunInfiniteLoop(CancellationToken cancellationToken)
       at ClickableTransparentOverlay.Overlay.<Start>b__20_0()
       at System.Threading.Tasks.Task.<>c.<ThrowAsync>b__140_1(Object state)
       at System.Threading.QueueUserWorkItemCallbackDefaultContext.Execute()
       at System.Threading.ThreadPoolWorkQueue.Dispatch()
    ------------------------------
    2/9/2022 4:39 AM Program exited with message:
     System.AggregateException: One or more errors occurred. (Operations that change non-concurrent collections must have exclusive access. A concurrent update was performed on this collection and corrupted its state. The collection's state is no longer correct.)
     ---> System.InvalidOperationException: Operations that change non-concurrent collections must have exclusive access. A concurrent update was performed on this collection and corrupted its state. The collection's state is no longer correct.
       at System.Collections.Generic.Dictionary`2.TryInsert(TKey key, TValue value, InsertionBehavior behavior)
       at GameHelper.RemoteObjects.States.InGameStateObjects.Entity.TryGetComponent[T](T& component) in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\States\InGameStateObjects\Entity.cs:line 108
       at GameHelper.RemoteObjects.States.InGameStateObjects.Entity.DistanceFrom(Entity other) in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\States\InGameStateObjects\Entity.cs:line 78
       at GameHelper.RemoteObjects.States.InGameStateObjects.Entity.UpdateNearby(Entity player) in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\States\InGameStateObjects\Entity.cs:line 161
       at GameHelper.RemoteObjects.States.InGameStateObjects.AreaInstance.<>c__DisplayClass53_0.<UpdateEntities>b__0(Int32 index) in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\States\InGameStateObjects\AreaInstance.cs:line 313
       at System.Threading.Tasks.Parallel.<>c__DisplayClass19_0`1.<ForWorker>b__1(RangeWorker& currentWorker, Int32 timeout, Boolean& replicationDelegateYieldedBeforeCompletion)
    --- End of stack trace from previous location ---
       at System.Threading.Tasks.Parallel.<>c__DisplayClass19_0`1.<ForWorker>b__1(RangeWorker& currentWorker, Int32 timeout, Boolean& replicationDelegateYieldedBeforeCompletion)
       at System.Threading.Tasks.TaskReplicator.Replica.Execute()
       --- End of inner exception stack trace ---
       at System.Threading.Tasks.TaskReplicator.Run[TState](ReplicatableUserAction`1 action, ParallelOptions options, Boolean stopOnFirstFailure)
       at System.Threading.Tasks.Parallel.ForWorker[TLocal](Int32 fromInclusive, Int32 toExclusive, ParallelOptions parallelOptions, Action`1 body, Action`2 bodyWithState, Func`4 bodyWithLocal, Func`1 localInit, Action`1 localFinally)
    --- End of stack trace from previous location ---
       at System.Threading.Tasks.Parallel.ThrowSingleCancellationExceptionOrOtherException(ICollection exceptions, CancellationToken cancelToken, Exception otherException)
       at System.Threading.Tasks.Parallel.ForWorker[TLocal](Int32 fromInclusive, Int32 toExclusive, ParallelOptions parallelOptions, Action`1 body, Action`2 bodyWithState, Func`4 bodyWithLocal, Func`1 localInit, Action`1 localFinally)
       at System.Threading.Tasks.Parallel.For(Int32 fromInclusive, Int32 toExclusive, Action`1 body)
       at GameHelper.RemoteObjects.States.InGameStateObjects.AreaInstance.UpdateEntities(StdMap ePtr, ConcurrentDictionary`2 data, Boolean addToCache) in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\States\InGameStateObjects\AreaInstance.cs:line 311
       at GameHelper.RemoteObjects.States.InGameStateObjects.AreaInstance.UpdateData(Boolean hasAddressChanged) in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\States\InGameStateObjects\AreaInstance.cs:line 248
       at GameHelper.RemoteObjects.States.InGameStateObjects.AreaInstance.OnPerFrame()+MoveNext() in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\States\InGameStateObjects\AreaInstance.cs:line 565
       at Coroutine.ActiveCoroutine.MoveNext()
       at Coroutine.ActiveCoroutine.OnEvent(Event evt)
       at Coroutine.CoroutineHandlerInstance.RaiseEvent(Event evt)
       at Coroutine.CoroutineHandler.RaiseEvent(Event evt)
       at GameHelper.GameOverlay.Render() in D:\a\GameOverlay\GameOverlay\GameHelper\GameOverlay.cs:line 85
       at ClickableTransparentOverlay.Overlay.RunInfiniteLoop(CancellationToken cancellationToken)
       at ClickableTransparentOverlay.Overlay.<Start>b__20_0()
       at System.Threading.Tasks.Task.<>c.<ThrowAsync>b__140_1(Object state)
       at System.Threading.QueueUserWorkItemCallbackDefaultContext.Execute()
       at System.Threading.ThreadPoolWorkQueue.Dispatch()

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