local AddonName, Private = ...

local internalVersion = 45

-- Lua APIs
local insert = table.insert

-- WoW APIs
local GetTalentInfo, IsAddOnLoaded, InCombatLockdown = GetTalentInfo, IsAddOnLoaded, InCombatLockdown
local LoadAddOn, UnitName, GetRealmName, UnitRace, UnitFactionGroup, IsInRaid
  = LoadAddOn, UnitName, GetRealmName, UnitRace, UnitFactionGroup, IsInRaid
local UnitClass, UnitExists, UnitGUID, UnitAffectingCombat, GetInstanceInfo, IsInInstance
  = UnitClass, UnitExists, UnitGUID, UnitAffectingCombat, GetInstanceInfo, IsInInstance
local UnitIsUnit, GetRaidRosterInfo, GetSpecialization, UnitInVehicle, UnitHasVehicleUI, GetSpellInfo
  = UnitIsUnit, GetRaidRosterInfo, GetSpecialization, UnitInVehicle, UnitHasVehicleUI, GetSpellInfo
local SendChatMessage, GetChannelName, UnitInBattleground, UnitInRaid, UnitInParty, GetTime, GetSpellLink, GetItemInfo
  = SendChatMessage, GetChannelName, UnitInBattleground, UnitInRaid, UnitInParty, GetTime, GetSpellLink, GetItemInfo
local CreateFrame, IsShiftKeyDown, GetScreenWidth, GetScreenHeight, GetCursorPosition, UpdateAddOnCPUUsage, GetFrameCPUUsage, debugprofilestop
  = CreateFrame, IsShiftKeyDown, GetScreenWidth, GetScreenHeight, GetCursorPosition, UpdateAddOnCPUUsage, GetFrameCPUUsage, debugprofilestop
local debugstack, IsSpellKnown, GetFileIDFromPath = debugstack, IsSpellKnown, GetFileIDFromPath
local GetNumTalentTabs, GetNumTalents = GetNumTalentTabs, GetNumTalents
local MAX_NUM_TALENTS = MAX_NUM_TALENTS or 20

local ADDON_NAME = "WeakAuras"
local WeakAuras = WeakAuras
local L = WeakAuras.L
local versionString = WeakAuras.versionString
local prettyPrint = WeakAuras.prettyPrint

WeakAurasTimers = setmetatable({}, {__tostring=function() return "WeakAuras" end})
LibStub("AceTimer-3.0"):Embed(WeakAurasTimers)

Private.maxTimerDuration = 604800; -- A week, in seconds
local maxUpTime = 4294967; -- 2^32 / 1000

Private.callbacks = LibStub("CallbackHandler-1.0"):New(Private)

function WeakAurasTimers:ScheduleTimerFixed(func, delay, ...)
  if (delay < Private.maxTimerDuration) then
    if delay + GetTime() > maxUpTime then
      WeakAuras.prettyPrint(WeakAuras.L["Can't schedule timer with %i, due to a World of Warcraft bug with high computer uptime. (Uptime: %i). Please restart your computer."]:format(delay, GetTime()))
      return
    end
    return self:ScheduleTimer(func, delay, ...)
  end
end

local LDB = LibStub("LibDataBroker-1.1")
local LDBIcon = LibStub("LibDBIcon-1.0")
local LCG = LibStub("LibCustomGlow-1.0")
local LGF = LibStub("LibGetFrame-1.0")

local timer = WeakAurasTimers
WeakAuras.timer = timer

local loginQueue = {}
local queueshowooc

function WeakAuras.InternalVersion()
  return internalVersion;
end

function Private.LoadOptions(msg)
  if not(IsAddOnLoaded("WeakAurasOptions")) then
    if not WeakAuras.IsLoginFinished() then
      prettyPrint(Private.LoginMessage())
      loginQueue[#loginQueue + 1] = WeakAuras.OpenOptions
    elseif InCombatLockdown() then
      -- inform the user and queue ooc
      prettyPrint(L["Options will finish loading after combat ends."])
      queueshowooc = msg or "";
      WeakAuras.frames["Addon Initialization Handler"]:RegisterEvent("PLAYER_REGEN_ENABLED")
      return false;
    else
      local loaded, reason = LoadAddOn("WeakAurasOptions");
      if not(loaded) then
        reason = string.lower("|cffff2020" .. _G["ADDON_" .. reason] .. "|r.")
        WeakAuras.prettyPrint("Options could not be loaded, the addon is " .. reason);
        return false;
      end
    end
  end
  return true;
end

function WeakAuras.OpenOptions(msg)
  if Private.NeedToRepairDatabase() then
    StaticPopup_Show("WEAKAURAS_CONFIRM_REPAIR", nil, nil, {reason = "downgrade"})
  elseif (WeakAuras.IsLoginFinished() and Private.LoadOptions(msg)) then
    WeakAuras.ToggleOptions(msg, Private);
  end
end

function Private.PrintHelp()
  print(L["Usage:"])
  print(L["/wa help - Show this message"])
  print(L["/wa minimap - Toggle the minimap icon"])
  print(L["/wa pstart - Start profiling. Optionally include a duration in seconds after which profiling automatically stops. To profile the next combat/encounter, pass a \"combat\" or \"encounter\" argument."])
  print(L["/wa pstop - Finish profiling"])
  print(L["/wa pprint - Show the results from the most recent profiling"])
  print(L["/wa repair - Repair tool"])
  print(L["If you require additional assistance, please open a ticket on GitHub or visit our Discord at https://discord.gg/weakauras!"])
end

SLASH_WEAKAURAS1, SLASH_WEAKAURAS2 = "/weakauras", "/wa";
function SlashCmdList.WEAKAURAS(input)
  if not WeakAuras.IsCorrectVersion() then
    prettyPrint(Private.wrongTargetMessage)
    return
  end

  local args, msg = {}, nil

  for v in string.gmatch(input, "%S+") do
    if not msg then
      msg = v
    else
      insert(args, v)
    end
  end

  if msg == "pstart" then
    WeakAuras.StartProfile(args[1]);
  elseif msg == "pstop" then
    WeakAuras.StopProfile();
  elseif msg == "pprint" then
    WeakAuras.PrintProfile();
  elseif msg == "pcancel" then
    WeakAuras.CancelScheduledProfile()
  elseif msg == "minimap" then
    Private.ToggleMinimap();
  elseif msg == "help" then
    Private.PrintHelp();
  elseif msg == "repair" then
    StaticPopup_Show("WEAKAURAS_CONFIRM_REPAIR", nil, nil, {reason = "user"})
  else
    WeakAuras.OpenOptions(msg);
  end
end

if not WeakAuras.IsCorrectVersion() then return end

function Private.ToggleMinimap()
  WeakAurasSaved.minimap.hide = not WeakAurasSaved.minimap.hide
  if WeakAurasSaved.minimap.hide then
    LDBIcon:Hide("WeakAuras");
    prettyPrint(L["Use /wa minimap to show the minimap icon again."])
  else
    LDBIcon:Show("WeakAuras");
  end
end

BINDING_HEADER_WEAKAURAS = ADDON_NAME
BINDING_NAME_WEAKAURASTOGGLE = L["Toggle Options Window"]
BINDING_NAME_WEAKAURASPROFILINGTOGGLE = L["Toggle Performance Profiling Window"]
BINDING_NAME_WEAKAURASPRINTPROFILING = L["Print Profiling Results"]

-- An alias for WeakAurasSaved, the SavedVariables
-- Noteable properties:
--  debug: If set to true, WeakAura.debug() outputs messages to the chat frame
--  displays: All aura settings, keyed on their id
local db;

local registeredFromAddons;
-- List of addons that registered displays
Private.addons = {};
local addons = Private.addons;

-- used if an addon tries to register a display under an id that the user already has a display with that id
Private.collisions = {};
local collisions = Private.collisions;

-- While true no events are handled. E.g. WeakAuras is paused while the Options dialog is open
local paused = true;
local importing = false;

-- squelches actions and sounds from auras. is used e.g. to prevent lots of actions/sounds from triggering
-- on login or after closing the options dialog
local squelch_actions = true;
local in_loading_screen = false;

-- Load functions, keyed on id
local loadFuncs = {};
-- Load functions for the Options window that ignore various load options
local loadFuncsForOptions = {};
-- Mapping of events to ids, contains true if a aura should be checked for a certain event
local loadEvents = {}

-- All regions keyed on id, has properties: region, regionType, also see clones
WeakAuras.regions = {};
local regions = WeakAuras.regions;

-- keyed on id, contains bool indicating whether the aura is loaded
Private.loaded = {};
local loaded = Private.loaded;

-- contains regions for clones
WeakAuras.clones = {};
local clones = WeakAuras.clones;

-- Unused regions that are kept around for clones
local clonePool = {}

-- One table per regionType, see RegisterRegionType, notable properties: create, modify and default
WeakAuras.regionTypes = {};
local regionTypes = WeakAuras.regionTypes;

Private.subRegionTypes = {}
local subRegionTypes = Private.subRegionTypes

-- One table per regionType, see RegisterRegionOptions
WeakAuras.regionOptions = {};
local regionOptions = WeakAuras.regionOptions;

Private.subRegionOptions = {}
local subRegionOptions = Private.subRegionOptions

-- Maps from trigger type to trigger system
Private.triggerTypes = {};
local triggerTypes = Private.triggerTypes;

-- Maps from trigger type to a function that can create options for the trigger
Private.triggerTypesOptions = {};

-- Trigger State, updated by trigger systems, then applied to regions by UpdatedTriggerState
-- keyed on id, triggernum, cloneid
-- cloneid can be a empty string

-- Noteable properties:
--  changed: Whether this trigger state was recently changed and its properties
--           need to be applied to a region. The glue code resets this
--           after syncing the region to the trigger state
--  show: Whether the region for this trigger state should be shown
--  progressType: Either "timed", "static"
--    duration: The duration if the progressType is timed
--    expirationTime: The expirationTime if the progressType is timed
--    autoHide: If the aura should be hidden on expiring
--    value: The value if the progressType is static
--    total: The total if the progressType is static
--    inverse: The static values should be interpreted inversely
--  name: The name information
--  icon: The icon information
--  texture: The texture information
--  stacks: The stacks information
--  index: The index of the buff/debuff for the buff trigger system, used to set the tooltip
--  spellId: spellId of the buff/debuff, used to set the tooltip

local triggerState = {}

-- Fallback states
local fallbacksStates = {};

-- List of all trigger systems, contains each system once
local triggerSystems = {}

local from_files = {};

local timers = {}; -- Timers for autohiding, keyed on id, triggernum, cloneid
WeakAuras.timers = timers;

WeakAuras.raidUnits = {};
WeakAuras.partyUnits = {};
do
  for i=1,40 do
    WeakAuras.raidUnits[i] = "raid"..i
  end
  for i=1,4 do
    WeakAuras.partyUnits[i] = "party"..i
  end
end

local playerLevel = UnitLevel("player");
local currentInstanceType = "none"

-- Custom Action Functions, keyed on id, "init" / "start" / "finish"
Private.customActionsFunctions = {};

-- Custom Functions used in conditions, keyed on id, condition number, "changes", property number
WeakAuras.customConditionsFunctions = {};
-- Text format functions for chat messages, keyed on id, condition number, changes, property number
WeakAuras.conditionTextFormatters = {}

-- Helpers for conditions, that is custom run functions and preamble objects for built in checks
-- keyed on UID not on id!
WeakAuras.conditionHelpers = {}

local load_prototype = Private.load_prototype;

local levelColors = {
  [0] = "|cFFFFFFFF",
  [1] = "|cFF40FF40",
  [2] = "|cFF6060FF",
  [3] = "|cFFFF4040"
};

function WeakAuras.validate(input, default)
  for field, defaultValue in pairs(default) do
    if(type(defaultValue) == "table" and type(input[field]) ~= "table") then
      input[field] = {};
    elseif(input[field] == nil) or (type(input[field]) ~= type(defaultValue)) then
      input[field] = defaultValue;
    end
    if(type(input[field]) == "table") then
      WeakAuras.validate(input[field], defaultValue);
    end
  end
end

function WeakAuras.RegisterRegionType(name, createFunction, modifyFunction, default, properties, validate)
  if not(name) then
    error("Improper arguments to WeakAuras.RegisterRegionType - name is not defined", 2);
  elseif(type(name) ~= "string") then
    error("Improper arguments to WeakAuras.RegisterRegionType - name is not a string", 2);
  elseif not(createFunction) then
    error("Improper arguments to WeakAuras.RegisterRegionType - creation function is not defined", 2);
  elseif(type(createFunction) ~= "function") then
    error("Improper arguments to WeakAuras.RegisterRegionType - creation function is not a function", 2);
  elseif not(modifyFunction) then
    error("Improper arguments to WeakAuras.RegisterRegionType - modification function is not defined", 2);
  elseif(type(modifyFunction) ~= "function") then
    error("Improper arguments to WeakAuras.RegisterRegionType - modification function is not a function", 2)
  elseif not(default) then
    error("Improper arguments to WeakAuras.RegisterRegionType - default options are not defined", 2);
  elseif(type(default) ~= "table") then
    error("Improper arguments to WeakAuras.RegisterRegionType - default options are not a table", 2);
  elseif(type(default) ~= "table" and type(default) ~= "nil") then
    error("Improper arguments to WeakAuras.RegisterRegionType - properties options are not a table", 2);
  elseif(regionTypes[name]) then
    error("Improper arguments to WeakAuras.RegisterRegionType - region type \""..name.."\" already defined", 2);
  else
    regionTypes[name] = {
      create = createFunction,
      modify = modifyFunction,
      default = default,
      validate = validate,
      properties = properties,
    };
  end
end

function WeakAuras.RegisterSubRegionType(name, displayName, supportFunction, createFunction, modifyFunction, onAcquire, onRelease, default, addDefaultsForNewAura, properties, supportsAdd)
  if not(name) then
    error("Improper arguments to WeakAuras.RegisterSubRegionType - name is not defined", 2);
  elseif(type(name) ~= "string") then
    error("Improper arguments to WeakAuras.RegisterSubRegionType - name is not a string", 2);
  elseif not(displayName) then
    error("Improper arguments to WeakAuras.RegisterSubRegionType - display name is not defined".." "..name, 2);
  elseif(type(displayName) ~= "string") then
    error("Improper arguments to WeakAuras.RegisterSubRegionType - display name is not a string", 2);
  elseif not(supportFunction) then
    error("Improper arguments to WeakAuras.RegisterSubRegionType - support function is not defined", 2);
  elseif(type(supportFunction) ~= "function") then
    error("Improper arguments to WeakAuras.RegisterSubRegionType - support function is not a function", 2);
  elseif not(createFunction) then
    error("Improper arguments to WeakAuras.RegisterSubRegionType - creation function is not defined", 2);
  elseif(type(createFunction) ~= "function") then
    error("Improper arguments to WeakAuras.RegisterSubRegionType - creation function is not a function", 2);
  elseif not(modifyFunction) then
    error("Improper arguments to WeakAuras.RegisterSubRegionType - modification function is not defined", 2);
  elseif(type(modifyFunction) ~= "function") then
    error("Improper arguments to WeakAuras.RegisterSubRegionType - modification function is not a function", 2)
  elseif not(onAcquire) then
    error("Improper arguments to WeakAuras.RegisterSubRegionType - onAcquire function is not defined", 2);
  elseif(type(onAcquire) ~= "function") then
    error("Improper arguments to WeakAuras.RegisterSubRegionType - onAcquire function is not a function", 2)
  elseif not(onRelease) then
    error("Improper arguments to WeakAuras.RegisterSubRegionType - onRelease function is not defined", 2);
  elseif(type(onRelease) ~= "function") then
    error("Improper arguments to WeakAuras.RegisterSubRegionType - onRelease function is not a function", 2)
  elseif not(default) then
    error("Improper arguments to WeakAuras.RegisterSubRegionType - default options are not defined", 2);
  elseif(type(default) ~= "table" and type(default) ~= "function") then
    error("Improper arguments to WeakAuras.RegisterSubRegionType - default options are not a table or a function", 2);
  elseif(addDefaultsForNewAura and type(addDefaultsForNewAura) ~= "function") then
    error("Improper arguments to WeakAuras.RegisterSubRegionType - addDefaultsForNewAura function is not nil or a function", 2)
  elseif(subRegionTypes[name]) then
    error("Improper arguments to WeakAuras.RegisterSubRegionType - region type \""..name.."\" already defined", 2);
  else
    local pool = CreateObjectPool(createFunction)

    subRegionTypes[name] = {
      displayName = displayName,
      supports = supportFunction,
      modify = modifyFunction,
      default = default,
      addDefaultsForNewAura = addDefaultsForNewAura,
      properties = properties,
      supportsAdd = supportsAdd == nil or supportsAdd,
      acquire = function()
        local subRegion = pool:Acquire()
        onAcquire(subRegion)
        subRegion.type = name
        return subRegion
      end,
      release = function(subRegion)
        onRelease(subRegion)
        pool:Release(subRegion)
      end
    };
  end
end

function WeakAuras.RegisterRegionOptions(name, createFunction, icon, displayName, createThumbnail, modifyThumbnail, description, templates, getAnchors)
  if not(name) then
    error("Improper arguments to WeakAuras.RegisterRegionOptions - name is not defined", 2);
  elseif(type(name) ~= "string") then
    error("Improper arguments to WeakAuras.RegisterRegionOptions - name is not a string", 2);
  elseif not(createFunction) then
    error("Improper arguments to WeakAuras.RegisterRegionOptions - creation function is not defined", 2);
  elseif(type(createFunction) ~= "function") then
    error("Improper arguments to WeakAuras.RegisterRegionOptions - creation function is not a function", 2);
  elseif not(icon) then
    error("Improper arguments to WeakAuras.RegisterRegionOptions - icon is not defined", 2);
  elseif not(type(icon) == "string" or type(icon) == "function") then
    error("Improper arguments to WeakAuras.RegisterRegionOptions - icon is not a string or a function", 2)
  elseif not(displayName) then
    error("Improper arguments to WeakAuras.RegisterRegionOptions - display name is not defined".." "..name, 2);
  elseif(type(displayName) ~= "string") then
    error("Improper arguments to WeakAuras.RegisterRegionOptions - display name is not a string", 2);
  elseif (getAnchors and type(getAnchors) ~= "function") then
    error("Improper arguments to WeakAuras.RegisterRegionOptions - anchors is not a function", 2);
  elseif(regionOptions[name]) then
    error("Improper arguments to WeakAuras.RegisterRegionOptions - region type \""..name.."\" already defined", 2);
  else
    if (type(icon) == "function") then
      -- We only want to create one icon and reparent it as needed
      icon = icon()
      icon:Hide()
    end

    local acquireThumbnail, releaseThumbnail
    if createThumbnail and modifyThumbnail then
      local thumbnailPool = CreateObjectPool(createThumbnail)
      acquireThumbnail = function(parent, data)
        local thumbnail, newObject = thumbnailPool:Acquire()
        thumbnail:Show()
        modifyThumbnail(parent, thumbnail, data)
        return thumbnail
      end
      releaseThumbnail = function(thumbnail)
        thumbnail:Hide()
        thumbnailPool:Release(thumbnail)
      end
    end
    regionOptions[name] = {
      create = createFunction,
      icon = icon,
      displayName = displayName,
      createThumbnail = createThumbnail,
      modifyThumbnail = modifyThumbnail,
      acquireThumbnail = acquireThumbnail,
      releaseThumbnail = releaseThumbnail,
      description = description,
      templates = templates,
      getAnchors = getAnchors
    };
  end
end

function WeakAuras.RegisterSubRegionOptions(name, createFunction, description)
  if not(name) then
    error("Improper arguments to WeakAuras.RegisterSubRegionOptions - name is not defined", 2);
  elseif(type(name) ~= "string") then
    error("Improper arguments to WeakAuras.RegisterSubRegionOptions - name is not a string", 2);
  elseif not(createFunction) then
    error("Improper arguments to WeakAuras.RegisterSubRegionOptions - creation function is not defined", 2);
  elseif(type(createFunction) ~= "function") then
    error("Improper arguments to WeakAuras.RegisterSubRegionOptions - creation function is not a function", 2);
  elseif(subRegionOptions[name]) then
    error("Improper arguments to WeakAuras.RegisterSubRegionOptions - region type \""..name.."\" already defined", 2);
  else
    subRegionOptions[name] = {
      create = createFunction,
      description = description,
    };
  end
end

-- This function is replaced in WeakAurasOptions.lua
function WeakAuras.IsOptionsOpen()
  return false;
end

function Private.ParseNumber(numString)
  if not(numString and type(numString) == "string") then
    if(type(numString) == "number") then
      return numString, "notastring";
    else
      return nil;
    end
  elseif(numString:sub(-1) == "%") then
    local percent = tonumber(numString:sub(1, -2));
    if(percent) then
      return percent / 100, "percent";
    else
      return nil;
    end
  else
    -- Matches any string with two integers separated by a forward slash
    -- Captures the two integers
    local _, _, numerator, denominator = numString:find("(%d+)%s*/%s*(%d+)");
    numerator, denominator = tonumber(numerator), tonumber(denominator);
    if(numerator and denominator) then
      if(denominator == 0) then
        return nil;
      else
        return numerator / denominator, "fraction";
      end
    else
      local num = tonumber(numString)
      if(num) then
        if(math.floor(num) ~= num) then
          return num, "decimal";
        else
          return num, "whole";
        end
      else
        return nil;
      end
    end
  end
end

-- Used for the load function, could be simplified a bit
-- It used to be also used for the generic trigger system
local function ConstructFunction(prototype, trigger, skipOptional)
  local input = {"event"};
  local required = {};
  local tests = {};
  local debug = {};
  local events = {}
  local init;
  local preambles = ""
  if(prototype.init) then
    init = prototype.init(trigger);
  else
    init = "";
  end
  for index, arg in pairs(prototype.args) do
    local enable = arg.type ~= "collpase";
    if(type(arg.enable) == "function") then
      enable = arg.enable(trigger);
    elseif type(arg.enable) == "boolean" then
      enable = arg.enable
    end
    if(enable) then
      local name = arg.name;
      if not(arg.name or arg.hidden) then
        tinsert(input, "_");
      else
        if(arg.init == "arg") then
          tinsert(input, name);
        end
        if (arg.optional and skipOptional) then
        -- Do nothing
        elseif(arg.hidden or arg.type == "tristate" or arg.type == "toggle" or arg.type == "tristatestring"
               or (arg.type == "multiselect" and trigger["use_"..name] ~= nil)
               or ((trigger["use_"..name] or arg.required) and trigger[name])) then
          if(arg.init and arg.init ~= "arg") then
            init = init.."local "..name.." = "..arg.init.."\n";
          end
          local number = trigger[name] and tonumber(trigger[name]);
          local test;
          if(arg.type == "tristate") then
            if(trigger["use_"..name] == false) then
              test = "(not "..name..")";
            elseif(trigger["use_"..name]) then
              if(arg.test) then
                test = "("..arg.test:format(trigger[name])..")";
              else
                test = name;
              end
            end
          elseif(arg.type == "tristatestring") then
            if(trigger["use_"..name] == false) then
              test = "("..name.. "~=".. (number or string.format("%s", Private.QuotedString(trigger[name] or ""))) .. ")"
            elseif(trigger["use_"..name]) then
              test = "("..name.. "==".. (number or string.format("%s", Private.QuotedString(trigger[name] or ""))) .. ")"
            end
          elseif(arg.type == "multiselect") then
            if(trigger["use_"..name] == false) then -- multi selection
              local any = false;
              if (trigger[name] and trigger[name].multi) then
                test = "(";
                for value, _ in pairs(trigger[name].multi) do
                  if not arg.test then
                    test = test..name.."=="..(tonumber(value) or "[["..value.."]]").." or ";
                  else
                    if arg.extraOption then
                      test = test..arg.test:format(tonumber(value) or "[["..value.."]]", trigger[name .. "_extraOption"] or 0).." or ";
                    else
                      test = test..arg.test:format(tonumber(value) or "[["..value.."]]").." or ";
                    end
                  end
                  any = true;
                end
                if(any) then
                  test = test:sub(1, -5);
                else
                  test = "(false";
                end
                test = test..")"
                if arg.inverse then
                  if type(arg.inverse) == "boolean" then
                    test = "not " .. test
                  elseif type(arg.inverse) == "function" then
                    if arg.inverse(trigger) then
                      test = "not " .. test
                    end
                  end
                end
              end
            elseif(trigger["use_"..name]) then -- single selection
              local value = trigger[name] and trigger[name].single;
              if not arg.test then
                test = trigger[name] and trigger[name].single and "("..name.."=="..(tonumber(value) or "[["..value.."]]")..")";
              else
                test = trigger[name] and trigger[name].single and "("..arg.test:format(tonumber(value) or "[["..value.."]]")..")";
              end
            end
          elseif(arg.type == "toggle") then
            if(trigger["use_"..name]) then
              if(arg.test) then
                test = "("..arg.test:format(trigger[name])..")";
              else
                test = name;
              end
            end
          elseif (arg.type == "spell") then
            if arg.showExactOption then
              test = "("..arg.test:format(trigger[name], tostring(trigger["use_exact_" .. name]) or "false") ..")";
            else
              test = "("..arg.test:format(trigger[name])..")";
            end
          elseif(arg.test) then
            test = "("..arg.test:format(trigger[name])..")";
          elseif(arg.type == "longstring" and trigger[name.."_operator"]) then
            if(trigger[name.."_operator"] == "==") then
              test = "("..name.."==[["..trigger[name].."]])";
            else
              test = "("..name..":"..trigger[name.."_operator"]:format(trigger[name])..")";
            end
          elseif(arg.type == "number") then
            if number then
              test = "("..name..(trigger[name.."_operator"] or "==").. number ..")";
            end
          else
            if(type(trigger[name]) == "table") then
              trigger[name] = "error";
            end
            test = "("..name..(trigger[name.."_operator"] or "==")..(number or "[["..(trigger[name] or "").."]]")..")";
          end
          if (arg.preamble) then
            preambles = preambles .. arg.preamble:format(trigger[name]) .. "\n"
          end

          if test ~= "(test)" then
            if(arg.required) then
              tinsert(required, test);
            else
              tinsert(tests, test);
            end
          end

          if test and arg.events then
            for index, event in ipairs(arg.events) do
              events[event] = true
            end
          end

          if(arg.debug) then
            tinsert(debug, arg.debug:format(trigger[name]));
          end
        end
      end
    end
  end

  local ret = preambles .. "return function("..table.concat(input, ", ")..")\n";
  ret = ret..(init or "");
  ret = ret..(#debug > 0 and table.concat(debug, "\n") or "");
  ret = ret.."if(";
  ret = ret..((#required > 0) and table.concat(required, " and ").." and " or "");
  ret = ret..(#tests > 0 and table.concat(tests, " and ") or "true");
  ret = ret..") then\n";
  if(#debug > 0) then
    ret = ret.."print('ret: true');\n";
  end
  ret = ret.."return true else return false end end";

  return ret, events;
end

function WeakAuras.GetActiveConditions(id, cloneId)
  triggerState[id].activatedConditions[cloneId] = triggerState[id].activatedConditions[cloneId] or {};
  return triggerState[id].activatedConditions[cloneId];
end

local function LoadCustomActionFunctions(data)
  local id = data.id;
  Private.customActionsFunctions[id] = {};

  if (data.actions) then
    if (data.actions.init and data.actions.init.do_custom and data.actions.init.custom) then
      local func = WeakAuras.LoadFunction("return function() "..(data.actions.init.custom).."\n end", id, "initialization");
      Private.customActionsFunctions[id]["init"] = func;
    end

    if (data.actions.start) then
      if (data.actions.start.do_custom and data.actions.start.custom) then
        local func = WeakAuras.LoadFunction("return function() "..(data.actions.start.custom).."\n end", id, "show action");
        Private.customActionsFunctions[id]["start"] = func;
      end

      if (data.actions.start.do_message and data.actions.start.message_custom) then
        local func = WeakAuras.LoadFunction("return "..(data.actions.start.message_custom), id, "show message");
        Private.customActionsFunctions[id]["start_message"] = func;
      end
    end

    if (data.actions.finish) then
      if (data.actions.finish.do_custom and data.actions.finish.custom) then
        local func = WeakAuras.LoadFunction("return function() "..(data.actions.finish.custom).."\n end", id, "hide action");
        Private.customActionsFunctions[id]["finish"] = func;
      end

      if (data.actions.finish.do_message and data.actions.finish.message_custom) then
        local func = WeakAuras.LoadFunction("return "..(data.actions.finish.message_custom), id, "hide message");
        Private.customActionsFunctions[id]["finish_message"] = func;
      end
    end
  end
end

Private.talent_types_specific = {}
Private.pvp_talent_types_specific = {}
local function CreateTalentCache()
  local _, player_class = UnitClass("player")

  Private.talent_types_specific[player_class] = Private.talent_types_specific[player_class] or {};

  if WeakAuras.IsClassic() or WeakAuras.IsBCC() then
    for tab = 1, GetNumTalentTabs() do
      for num_talent = 1, GetNumTalents(tab) do
        local talentName, talentIcon = GetTalentInfo(tab, num_talent);
        local talentId = (tab - 1) * MAX_NUM_TALENTS + num_talent
        if (talentName and talentIcon) then
          Private.talent_types_specific[player_class][talentId] = "|T"..talentIcon..":0|t "..talentName
        end
      end
   end
  else
    local spec = GetSpecialization()
    Private.talent_types_specific[player_class][spec] = Private.talent_types_specific[player_class][spec] or {};

    for tier = 1, MAX_TALENT_TIERS do
      for column = 1, NUM_TALENT_COLUMNS do
        -- Get name and icon info for the current talent of the current class and save it
        local _, talentName, talentIcon = GetTalentInfo(tier, column, 1)
        local talentId = (tier-1)*3+column
        -- Get the icon and name from the talent cache and record it in the table that will be used by WeakAurasOptions
        if (talentName and talentIcon) then
          Private.talent_types_specific[player_class][spec][talentId] = "|T"..talentIcon..":0|t "..talentName
        end
      end
    end
  end
end

local pvpTalentsInitialized = false;
local function CreatePvPTalentCache()
  if (pvpTalentsInitialized) then return end;
  local _, player_class = UnitClass("player")
  local spec = GetSpecialization()

  if (not player_class or not spec) then
    return;
  end

  Private.pvp_talent_types_specific[player_class] = Private.pvp_talent_types_specific[player_class] or {};
  Private.pvp_talent_types_specific[player_class][spec] = Private.pvp_talent_types_specific[player_class][spec] or {};

  local function formatTalent(talentId)
    local _, name, icon = GetPvpTalentInfoByID(talentId);
    return "|T"..icon..":0|t "..name
  end

  local slotInfo = C_SpecializationInfo.GetPvpTalentSlotInfo(1);
  if (slotInfo) then

    Private.pvp_talent_types_specific[player_class][spec] = {};

    local pvpSpecTalents = slotInfo.availableTalentIDs;
    for i, talentId in ipairs(pvpSpecTalents) do
      Private.pvp_talent_types_specific[player_class][spec][i] = formatTalent(talentId);
    end

    pvpTalentsInitialized = true;
  end
end

function WeakAuras.CountWagoUpdates()
  local CompanionData = WeakAurasCompanion and WeakAurasCompanion.WeakAuras or WeakAurasCompanion
  if not (CompanionData and CompanionData.slugs) then
    return 0
  end
  local WeakAurasSaved = WeakAurasSaved
  local updatedSlugs, updatedSlugsCount = {}, 0
  for id, aura in pairs(WeakAurasSaved.displays) do
    if not aura.ignoreWagoUpdate and aura.url and aura.url ~= "" then
      local slug, version = aura.url:match("wago.io/([^/]+)/([0-9]+)")
      if not slug and not version then
        slug = aura.url:match("wago.io/([^/]+)$")
        version = 1
      end
      if slug and version then
        local wago = CompanionData.slugs and CompanionData.slugs[slug]
        if wago and wago.wagoVersion and tonumber(wago.wagoVersion) > tonumber(version) then
          if not updatedSlugs[slug] then
            updatedSlugs[slug] = true
            updatedSlugsCount = updatedSlugsCount + 1
          end
        end
      end
    end
  end

  return updatedSlugsCount
end

local function tooltip_draw()
  local tooltip = GameTooltip;
  tooltip:ClearLines();
  tooltip:AddDoubleLine("WeakAuras", versionString);
  if WeakAurasCompanion then
    local count = WeakAuras.CountWagoUpdates()
    if count > 0 then
      tooltip:AddLine(" ");
      tooltip:AddLine((L["There are %i updates to your auras ready to be installed!"]):format(count));
    end
  end
  tooltip:AddLine(" ");
  tooltip:AddLine(L["|cffeda55fLeft-Click|r to toggle showing the main window."], 0.2, 1, 0.2);
  if not WeakAuras.IsOptionsOpen() then
    if paused then
      tooltip:AddLine("|cFFFF0000"..L["Paused"].." - "..L["Shift-Click to resume addon execution."], 0.2, 1, 0.2);
    else
      tooltip:AddLine(L["|cffeda55fShift-Click|r to pause addon execution."], 0.2, 1, 0.2);
    end
  end
  tooltip:AddLine(L["|cffeda55fRight-Click|r to toggle performance profiling window."], 0.2, 1, 0.2);
  tooltip:AddLine(L["|cffeda55fMiddle-Click|r to toggle the minimap icon on or off."], 0.2, 1, 0.2);
  tooltip:Show();
end

local colorFrame = CreateFrame("frame");
WeakAuras.frames["LDB Icon Recoloring"] = colorFrame;

local colorElapsed = 0;
local colorDelay = 2;
local r, g, b = 0.8, 0, 1;
local r2, g2, b2 = random(2)-1, random(2)-1, random(2)-1;

local tooltip_update_frame = CreateFrame("FRAME");
WeakAuras.frames["LDB Tooltip Updater"] = tooltip_update_frame;

-- function copied from LibDBIcon-1.0.lua
local function getAnchors(frame)
	local x, y = frame:GetCenter()
	if not x or not y then return "CENTER" end
	local hHalf = (x > UIParent:GetWidth()*2/3) and "RIGHT" or (x < UIParent:GetWidth()/3) and "LEFT" or ""
	local vHalf = (y > UIParent:GetHeight()/2) and "TOP" or "BOTTOM"
	return vHalf..hHalf, frame, (vHalf == "TOP" and "BOTTOM" or "TOP")..hHalf
end

local Broker_WeakAuras;
Broker_WeakAuras = LDB:NewDataObject("WeakAuras", {
  type = "launcher",
  text = "WeakAuras",
  icon = "Interface\\AddOns\\WeakAuras\\Media\\Textures\\icon.blp",
  OnClick = function(self, button)
    if button == 'LeftButton' then
      if(IsShiftKeyDown()) then
        if not(WeakAuras.IsOptionsOpen()) then
          WeakAuras.Toggle();
        end
      else
        WeakAuras.OpenOptions();
      end
    elseif(button == 'MiddleButton') then
      Private.ToggleMinimap();
    else
      WeakAuras.RealTimeProfilingWindow:Toggle()
    end
    tooltip_draw()
  end,
  OnEnter = function(self)
    colorFrame:SetScript("OnUpdate", function(self, elaps)
      colorElapsed = colorElapsed + elaps;
      if(colorElapsed > colorDelay) then
        colorElapsed = colorElapsed - colorDelay;
        r, g, b = r2, g2, b2;
        r2, g2, b2 = random(2)-1, random(2)-1, random(2)-1;
      end
      Broker_WeakAuras.iconR = r + (r2 - r) * colorElapsed / colorDelay;
      Broker_WeakAuras.iconG = g + (g2 - g) * colorElapsed / colorDelay;
      Broker_WeakAuras.iconB = b + (b2 - b) * colorElapsed / colorDelay;
    end);
    local elapsed = 0;
    local delay = 1;
    tooltip_update_frame:SetScript("OnUpdate", function(self, elap)
      elapsed = elapsed + elap;
      if(elapsed > delay) then
        elapsed = 0;
        tooltip_draw();
      end
    end);
    GameTooltip:SetOwner(self, "ANCHOR_NONE");
    GameTooltip:SetPoint(getAnchors(self))
    tooltip_draw();
  end,
  OnLeave = function(self)
    colorFrame:SetScript("OnUpdate", nil);
    tooltip_update_frame:SetScript("OnUpdate", nil);
    GameTooltip:Hide();
  end,
  iconR = 0.6,
  iconG = 0,
  iconB = 1
});

do -- Archive stuff
  local Archivist = select(2, ...).Archivist
  local function OpenArchive()
    if Archivist:IsInitialized() then
      return Archivist
    else
      if not IsAddOnLoaded("WeakAurasArchive") then
        local ok, reason = LoadAddOn("WeakAurasArchive")
        if not ok then
          error("Could not load WeakAuras Archive, reason: |cFFFF00" .. (reason or "UNKNOWN"))
        end
      end
      Archivist:Initialize(WeakAurasArchive)
    end
    return Archivist
  end

  function WeakAuras.LoadFromArchive(storeType, storeID)
    local Archivist = OpenArchive()
    return Archivist:Load(storeType, storeID)
  end
end

local loginFinished, loginMessage = false, L["Options will open after the login process has completed."]

function WeakAuras.IsLoginFinished()
  return loginFinished
end

function Private.LoginMessage()
  return loginMessage
end

local function CheckForPreviousEncounter()
  if (UnitAffectingCombat ("player") or InCombatLockdown()) then
    for i = 1, 5 do
      if (UnitExists ("boss" .. i)) then
        local guid = UnitGUID ("boss" .. i)
        if (guid and db.CurrentEncounter.boss_guids [guid]) then
          -- we are in the same encounter
          WeakAuras.CurrentEncounter = db.CurrentEncounter
          return true
        end
      end
    end
    db.CurrentEncounter = nil
  else
    db.CurrentEncounter = nil
  end
end

function Private.Login(initialTime, takeNewSnapshots)
  local loginThread = coroutine.create(function()
    Private.Pause();

    if db.history then
      local histRepo = WeakAuras.LoadFromArchive("Repository", "history")
      local migrationRepo = WeakAuras.LoadFromArchive("Repository", "migration")
      for uid, hist in pairs(db.history) do
        local histStore = histRepo:Set(uid, hist.data)
        local migrationStore = migrationRepo:Set(uid, hist.migration)
        coroutine.yield()
      end
      -- history is now in archive so we can shrink WeakAurasSaved
      db.history = nil
      coroutine.yield();
    end

    local toAdd = {};
    loginFinished = false
    loginMessage = L["Options will open after the login process has completed."]
    for id, data in pairs(db.displays) do
      if(id ~= data.id) then
        print("|cFF8800FFWeakAuras|r detected a corrupt entry in WeakAuras saved displays - '"..tostring(id).."' vs '"..tostring(data.id).."'" );
        data.id = id;
      end
      tinsert(toAdd, data);
    end
    coroutine.yield();

    WeakAuras.AddMany(toAdd, takeNewSnapshots);
    coroutine.yield();
    WeakAuras.AddManyFromAddons(from_files);
    WeakAuras.RegisterDisplay = WeakAuras.AddFromAddon;
    coroutine.yield();
    Private.ResolveCollisions(function() registeredFromAddons = true; end);
    coroutine.yield();

    -- check in case of a disconnect during an encounter.
    if (db.CurrentEncounter) then
      CheckForPreviousEncounter()
    end
    coroutine.yield();
    Private.RegisterLoadEvents();
    Private.Resume();
    coroutine.yield();

    local nextCallback = loginQueue[1];
    while nextCallback do
      tremove(loginQueue, 1);
      if type(nextCallback) == 'table' then
        nextCallback[1](unpack(nextCallback[2]))
      else
        nextCallback()
      end
      coroutine.yield();
      nextCallback = loginQueue[1];
    end

    loginFinished = true
    Private.ResumeAllDynamicGroups();
  end)

  if initialTime then
    local startTime = debugprofilestop()
    local finishTime = debugprofilestop()
    local ok, msg
    -- hard limit seems to be 19 seconds. We'll do 15 for now.
    while coroutine.status(loginThread) ~= 'dead' and finishTime - startTime < 15000 do
      ok, msg = coroutine.resume(loginThread)
      finishTime = debugprofilestop()
    end
    if coroutine.status(loginThread) ~= 'dead' then
      Private.dynFrame:AddAction('login', loginThread)
    end
    if not ok then
      loginMessage = L["WeakAuras has encountered an error during the login process. Please report this issue at https://github.com/WeakAuras/Weakauras2/issues/new."]
        .. "\nMessage:" .. msg
        geterrorhandler()(msg .. '\n' .. debugstack(loginThread))
    end
  else
    Private.dynFrame:AddAction('login', loginThread)
  end
end

local frame = CreateFrame("FRAME", "WeakAurasFrame", UIParent);
WeakAuras.frames["WeakAuras Main Frame"] = frame;
frame:SetAllPoints(UIParent);

local loadedFrame = CreateFrame("FRAME");
WeakAuras.frames["Addon Initialization Handler"] = loadedFrame;
loadedFrame:RegisterEvent("ADDON_LOADED");
loadedFrame:RegisterEvent("PLAYER_LOGIN");
loadedFrame:RegisterEvent("PLAYER_ENTERING_WORLD");
loadedFrame:RegisterEvent("LOADING_SCREEN_ENABLED");
loadedFrame:RegisterEvent("LOADING_SCREEN_DISABLED");
if WeakAuras.IsRetail() then
  loadedFrame:RegisterEvent("ACTIVE_TALENT_GROUP_CHANGED");
  loadedFrame:RegisterEvent("PLAYER_PVP_TALENT_UPDATE");
else
  loadedFrame:RegisterEvent("CHARACTER_POINTS_CHANGED");
  loadedFrame:RegisterEvent("SPELLS_CHANGED");
end
loadedFrame:SetScript("OnEvent", function(self, event, addon)
  if(event == "ADDON_LOADED") then
    if(addon == ADDON_NAME) then
      WeakAurasSaved = WeakAurasSaved or {};
      db = WeakAurasSaved;

      -- Defines the action squelch period after login
      -- Stored in SavedVariables so it can be changed by the user if they find it necessary
      db.login_squelch_time = db.login_squelch_time or 10;

      -- Deprecated fields with *lots* of data, clear them out
      db.iconCache = nil;
      db.iconHash = nil;
      db.tempIconCache = nil;
      db.dynamicIconCache = db.dynamicIconCache or {};

      db.displays = db.displays or {};
      db.registered = db.registered or {};

      Private.UpdateCurrentInstanceType();
      Private.SyncParentChildRelationships();
      local isFirstUIDValidation = db.dbVersion == nil or db.dbVersion < 26;
      Private.ValidateUniqueDataIds(isFirstUIDValidation);

      if db.lastArchiveClear == nil then
        db.lastArchiveClear = time();
      elseif db.lastArchiveClear < time() - 86400 then
        Private.CleanArchive(db.historyCutoff, db.migrationCutoff);
      end
      db.minimap = db.minimap or { hide = false };
      LDBIcon:Register("WeakAuras", Broker_WeakAuras, db.minimap);
    end
  elseif(event == "PLAYER_LOGIN") then
    local dbIsValid, takeNewSnapshots
    if not db.dbVersion or db.dbVersion < internalVersion then
      -- db is out of date, will run any necessary migrations in AddMany
      db.dbVersion = internalVersion
      db.lastUpgrade = time()
      dbIsValid = true
      takeNewSnapshots = true
    elseif db.dbVersion > internalVersion then
      -- user has downgraded past a forwards-incompatible migration
      dbIsValid = false
    else
      -- db has same version as code, can commit to login
      dbIsValid = true
    end
    if dbIsValid then
      -- run login thread for up to 15 seconds, then defer to dynFrame
      Private.Login(15000, takeNewSnapshots)
    else
      -- db isn't valid. Request permission to run repair tool before logging in
      StaticPopup_Show("WEAKAURAS_CONFIRM_REPAIR", nil, nil, {reason = "downgrade"})
    end
  elseif(event == "LOADING_SCREEN_ENABLED") then
    in_loading_screen = true;
  elseif(event == "LOADING_SCREEN_DISABLED") then
    in_loading_screen = false;
  else
    local callback
    if(event == "PLAYER_ENTERING_WORLD") then
      -- Schedule events that need to be handled some time after login
      local now = GetTime()
      callback = function()
        local elapsed = GetTime() - now
        local remainingSquelch = db.login_squelch_time - elapsed
        if remainingSquelch > 0 then
          timer:ScheduleTimer(function() squelch_actions = false; end, remainingSquelch); -- No sounds while loading
        end
        CreateTalentCache() -- It seems that GetTalentInfo might give info about whatever class was previously being played, until PLAYER_ENTERING_WORLD
        Private.UpdateCurrentInstanceType();
        Private.InitializeEncounterAndZoneLists()
      end
    elseif(event == "PLAYER_PVP_TALENT_UPDATE") then
      callback = CreatePvPTalentCache;
    elseif(event == "ACTIVE_TALENT_GROUP_CHANGED" or event == "CHARACTER_POINTS_CHANGED" or event == "SPELLS_CHANGED") then
      callback = CreateTalentCache;
    elseif(event == "PLAYER_REGEN_ENABLED") then
      callback = function()
        if (queueshowooc) then
          WeakAuras.OpenOptions(queueshowooc)
          queueshowooc = nil
          WeakAuras.frames["Addon Initialization Handler"]:UnregisterEvent("PLAYER_REGEN_ENABLED")
        end
      end
    end
    if WeakAuras.IsLoginFinished() then
      callback()
    else
      loginQueue[#loginQueue + 1] = callback
    end
  end
end)

function WeakAuras.SetImporting(b)
  importing = b;
  Private.RefreshTooltipButtons()
end

function WeakAuras.IsImporting()
  return importing;
end

function WeakAuras.IsPaused()
  return paused;
end

function Private.Pause()
  for id, states in pairs(triggerState) do
    local changed
    for triggernum in ipairs(states) do
      changed = Private.SetAllStatesHidden(id, triggernum) or changed
    end
    if changed then
      Private.UpdatedTriggerState(id)
    end
  end

  paused = true;
end

function WeakAuras.Toggle()
  if(paused) then
    Private.Resume();
  else
    Private.Pause();
  end
end

function Private.SquelchingActions()
  return squelch_actions;
end

function WeakAuras.InLoadingScreen()
  return in_loading_screen;
end

function Private.PauseAllDynamicGroups()
  for id, region in pairs(regions) do
    if (region.region.Suspend) then
      region.region:Suspend();
    end
  end
end

function Private.ResumeAllDynamicGroups()
  for id, region in pairs(regions) do
    if (region.region.Resume) then
      region.region:Resume();
    end
  end
end

-- Encounter stuff
local function StoreBossGUIDs()
  Private.StartProfileSystem("boss_guids")
  if (WeakAuras.CurrentEncounter and WeakAuras.CurrentEncounter.boss_guids) then
    for i = 1, 5 do
      if (UnitExists ("boss" .. i)) then
        local guid = UnitGUID ("boss" .. i)
        if (guid) then
          WeakAuras.CurrentEncounter.boss_guids [guid] = true
        end
      end
    end
    db.CurrentEncounter = WeakAuras.CurrentEncounter
  end
  Private.StopProfileSystem("boss_guids")
end

local function DestroyEncounterTable()
  if (WeakAuras.CurrentEncounter) then
    wipe(WeakAuras.CurrentEncounter)
  end
  WeakAuras.CurrentEncounter = nil
  db.CurrentEncounter = nil
end

local function CreateEncounterTable(encounter_id)
  local _, _, _, _, _, _, _, ZoneMapID = GetInstanceInfo()
  WeakAuras.CurrentEncounter = {
    id = encounter_id,
    zone_id = ZoneMapID,
    boss_guids = {},
  }
  timer:ScheduleTimer(StoreBossGUIDs, 2)

  return WeakAuras.CurrentEncounter
end

local encounterScriptsDeferred = {}
local function LoadEncounterInitScriptsImpl(id)
  if (currentInstanceType ~= "raid") then
    return
  end
  if (id) then
    local data = db.displays[id]
    if (data and data.load.use_encounterid and not Private.IsEnvironmentInitialized(id) and data.actions.init and data.actions.init.do_custom) then
      Private.ActivateAuraEnvironment(id)
      Private.ActivateAuraEnvironment(nil)
    end
    encounterScriptsDeferred[id] = nil
  else
    for id, data in pairs(db.displays) do
      if (data.load.use_encounterid and not Private.IsEnvironmentInitialized(id) and data.actions.init and data.actions.init.do_custom) then
        Private.ActivateAuraEnvironment(id)
        Private.ActivateAuraEnvironment(nil)
      end
    end
  end
end

local function LoadEncounterInitScripts(id)
  if not WeakAuras.IsLoginFinished() then
    if encounterScriptsDeferred[id] then
      return
    end
    loginQueue[#loginQueue + 1] = {LoadEncounterInitScriptsImpl, {id}}
    encounterScriptsDeferred[id] = true
    return
  end
  LoadEncounterInitScriptsImpl(id)
end

function Private.UpdateCurrentInstanceType(instanceType)
  if (not IsInInstance()) then
    currentInstanceType = "none"
  else
    currentInstanceType = instanceType or select (2, GetInstanceInfo())
  end
end

local pausedOptionsProcessing = false;
function Private.pauseOptionsProcessing(enable)
  pausedOptionsProcessing = enable;
end

function Private.IsOptionsProcessingPaused()
  return pausedOptionsProcessing;
end

function WeakAuras.GroupType()
  if (IsInRaid()) then
    return "raid";
  end
  if (IsInGroup()) then
    return "group";
  end
  return "solo";
end

local function GetInstanceTypeAndSize()
  local size, difficulty
  local inInstance, Type = IsInInstance()
  local _, instanceType, difficultyIndex, _, _, _, _, ZoneMapID = GetInstanceInfo()
  if (inInstance) then
    size = Type
    local difficultyInfo = Private.difficulty_info[difficultyIndex]
    if difficultyInfo then
      size, difficulty = difficultyInfo.size, difficultyInfo.difficulty
    else
      if WeakAuras.IsRetail() then
        if size == "arena" then
          if C_PvP.IsRatedArena() and not IsArenaSkirmish() then
            size = "ratedarena"
          end
        elseif size == "pvp" then
          if C_PvP.IsRatedBattleground() then
            size = "ratedpvp"
          end
        end
      end
    end
    return size, difficulty, instanceType, ZoneMapID, difficultyIndex
  end
  return "none", "none", nil, nil, nil
end

function WeakAuras.InstanceType()
  return GetInstanceTypeAndSize(), nil
end

function WeakAuras.InstanceDifficulty()
  return select(2, GetInstanceTypeAndSize())
end

function WeakAuras.InstanceTypeRaw()
  return select(5, GetInstanceTypeAndSize())
end

local toLoad = {}
local toUnload = {};
local function scanForLoadsImpl(toCheck, event, arg1, ...)
  if (Private.IsOptionsProcessingPaused()) then
    return;
  end

  toCheck = toCheck or loadEvents[event or "SCAN_ALL"]

  -- PET_BATTLE_CLOSE fires twice at the end of a pet battle. IsInBattle evaluates to TRUE during the
  -- first firing, and FALSE during the second. I am not sure if this check is necessary, but the
  -- following IF statement limits the impact of the PET_BATTLE_CLOSE event to the second one.
  if (event == "PET_BATTLE_CLOSE" and C_PetBattles.IsInBattle()) then return end

  if (event == "PLAYER_LEVEL_UP") then
    playerLevel = arg1;
  end

  -- encounter id stuff, we are holding the current combat id to further load checks.
  -- there is three ways to unload: encounter_end / zone changed (hearthstone used) / reload or disconnect
  -- regen_enabled isn't good due to combat drop abilities such invisibility, vanish, fake death, etc.
  local encounter_id = WeakAuras.CurrentEncounter and WeakAuras.CurrentEncounter.id or 0

  if (event == "ENCOUNTER_START") then
    encounter_id = tonumber (arg1)
    CreateEncounterTable (encounter_id)
  elseif (event == "ENCOUNTER_END") then
    encounter_id = 0
    DestroyEncounterTable()
  end

  if toCheck == nil or next(toCheck) == nil then
    return
  end

  local player, realm, zone = UnitName("player"), GetRealmName(), GetRealZoneText()
  local spec, specId, covenant, role, raidRole = false, false, false, false, false
  local inPetBattle, vehicle, vehicleUi = false, false, false
  local zoneId = C_Map.GetBestMapForUnit("player")
  local zonegroupId = zoneId and C_Map.GetMapGroupID(zoneId)
  local _, race = UnitRace("player")
  local faction = UnitFactionGroup("player")
  local _, class = UnitClass("player")
  local inCombat = UnitAffectingCombat("player")
  local inEncounter = encounter_id ~= 0;
  local alive = not UnitIsDeadOrGhost('player')

  if WeakAuras.IsClassic() or WeakAuras.IsBCC() then
    local raidID = UnitInRaid("player")
    if raidID then
      raidRole = select(10, GetRaidRosterInfo(raidID))
    end
    spec = 1
    vehicle = UnitOnTaxi('player')
    role = "none"
  else
    spec = GetSpecialization()
    specId = GetSpecializationInfo(spec)
    role = select(5, GetSpecializationInfo(spec))
    covenant = C_Covenants.GetActiveCovenantID()
    inPetBattle = C_PetBattles.IsInBattle()
    vehicle = UnitInVehicle('player') or UnitOnTaxi('player')
    vehicleUi = UnitHasVehicleUI('player') or HasOverrideActionBar() or HasVehicleActionBar()
  end

  local size, difficulty, instanceType, ZoneMapID, difficultyIndex = GetInstanceTypeAndSize()
  Private.UpdateCurrentInstanceType(instanceType)

  if (WeakAuras.CurrentEncounter) then
    if (ZoneMapID ~= WeakAuras.CurrentEncounter.zone_id and not inCombat) then
      encounter_id = 0
      DestroyEncounterTable()
    end
  end

  if (event == "ZONE_CHANGED_NEW_AREA") then
    LoadEncounterInitScripts();
  end

  local group = WeakAuras.GroupType()

  local affixes, warmodeActive, effectiveLevel = 0, false, 0
  if WeakAuras.IsRetail() then
    effectiveLevel = UnitEffectiveLevel("player")
    affixes = C_ChallengeMode.IsChallengeModeActive() and select(2, C_ChallengeMode.GetActiveKeystoneInfo())
    warmodeActive = C_PvP.IsWarModeDesired();
  end

  local changed = 0;
  local shouldBeLoaded, couldBeLoaded;
  wipe(toLoad);
  wipe(toUnload);

  for id in pairs(toCheck) do
    local data = WeakAuras.GetData(id)
    if (data and not data.controlledChildren) then
      local loadFunc = loadFuncs[id];
      local loadOpt = loadFuncsForOptions[id];
      if WeakAuras.IsClassic() then
        shouldBeLoaded = loadFunc and loadFunc("ScanForLoads_Auras", inCombat, inEncounter, alive, vehicle, group, player, realm, class, race, faction, playerLevel, zone, encounter_id, size, raidRole);
        couldBeLoaded =  loadOpt and loadOpt("ScanForLoads_Auras",   inCombat, inEncounter, alive, vehicle, group, player, realm, class, race, faction, playerLevel, zone, encounter_id, size, raidRole);
      elseif WeakAuras.IsBCC() then
        shouldBeLoaded = loadFunc and loadFunc("ScanForLoads_Auras", inCombat, inEncounter, alive, vehicle, group, player, realm, class, race, faction, playerLevel, zone, encounter_id, size, difficulty, raidRole);
        couldBeLoaded =  loadOpt and loadOpt("ScanForLoads_Auras",   inCombat, inEncounter, alive, vehicle, group, player, realm, class, race, faction, playerLevel, zone, encounter_id, size, difficulty, raidRole);
      elseif WeakAuras.IsRetail() then
        shouldBeLoaded = loadFunc and loadFunc("ScanForLoads_Auras", inCombat, inEncounter, alive, warmodeActive, inPetBattle, vehicle, vehicleUi, group, player, realm, class, spec, specId, covenant, race, faction, playerLevel, effectiveLevel, zone, zoneId, zonegroupId, encounter_id, size, difficulty, difficultyIndex, role, affixes);
        couldBeLoaded =  loadOpt and loadOpt("ScanForLoads_Auras",   inCombat, inEncounter, alive, warmodeActive, inPetBattle, vehicle, vehicleUi, group, player, realm, class, spec, specId, covenant, race, faction, playerLevel, effectiveLevel, zone, zoneId, zonegroupId, encounter_id, size, difficulty, difficultyIndex, role, affixes);
      end

      if(shouldBeLoaded and not loaded[id]) then
        changed = changed + 1;
        toLoad[id] = true;
      end

      if(loaded[id] and not shouldBeLoaded) then
        toUnload[id] = true;
        changed = changed + 1;
      end
      if(shouldBeLoaded) then
        loaded[id] = true;
      elseif(couldBeLoaded) then
        loaded[id] = false;
      else
        loaded[id] = nil;
      end
    end
  end

  if(changed > 0 and not paused) then
    Private.LoadDisplays(toLoad, event, arg1, ...);
    Private.UnloadDisplays(toUnload, event, arg1, ...);
    Private.FinishLoadUnload();
  end

  -- This iterates over all auras and could be optimized to only check
  -- parents of children that have changed. (A further optimization would be to distinguish
  -- between auras that changed from unloaded to loaded and vice versa.
  -- The complicated bit is that a full check must be done if the group memberships changed,
  -- and currently this function handles that too.
  for id, data in pairs(db.displays) do
    if(data.controlledChildren) then
      if(#data.controlledChildren > 0) then
        local any_loaded;
        for child in Private.TraverseLeafs(data) do
          if(loaded[child.id] ~= nil) then
            any_loaded = true;
            break;
          end
        end
        loaded[id] = any_loaded;
      else
        loaded[id] = true;
      end
    end
  end

  Private.callbacks:Fire("ScanForLoads")

  wipe(toLoad);
  wipe(toUnload)
end

function Private.ScanForLoads(toCheck, event, arg1, ...)
  if not WeakAuras.IsLoginFinished() then
    return
  end
  scanForLoadsImpl(toCheck, event, arg1, ...)
end

local loadFrame = CreateFrame("FRAME");
WeakAuras.loadFrame = loadFrame;
WeakAuras.frames["Display Load Handling"] = loadFrame;

loadFrame:RegisterEvent("ENCOUNTER_START");
loadFrame:RegisterEvent("ENCOUNTER_END");

if WeakAuras.IsRetail() then
  loadFrame:RegisterEvent("PLAYER_TALENT_UPDATE");
  loadFrame:RegisterEvent("PLAYER_PVP_TALENT_UPDATE");
  loadFrame:RegisterEvent("PLAYER_DIFFICULTY_CHANGED");
  loadFrame:RegisterEvent("PET_BATTLE_OPENING_START");
  loadFrame:RegisterEvent("PET_BATTLE_CLOSE");
  loadFrame:RegisterEvent("VEHICLE_UPDATE");
  loadFrame:RegisterEvent("UPDATE_VEHICLE_ACTIONBAR")
  loadFrame:RegisterEvent("UPDATE_OVERRIDE_ACTIONBAR");
  loadFrame:RegisterEvent("CHALLENGE_MODE_COMPLETED")
  loadFrame:RegisterEvent("CHALLENGE_MODE_START")
  loadFrame:RegisterEvent("COVENANT_CHOSEN")
else
  loadFrame:RegisterEvent("CHARACTER_POINTS_CHANGED")
end
loadFrame:RegisterEvent("GROUP_ROSTER_UPDATE");
loadFrame:RegisterEvent("ZONE_CHANGED");
loadFrame:RegisterEvent("ZONE_CHANGED_INDOORS");
loadFrame:RegisterEvent("ZONE_CHANGED_NEW_AREA");
loadFrame:RegisterEvent("PLAYER_LEVEL_UP");
loadFrame:RegisterEvent("PLAYER_REGEN_DISABLED");
loadFrame:RegisterEvent("PLAYER_REGEN_ENABLED");
loadFrame:RegisterEvent("PLAYER_ROLES_ASSIGNED");
loadFrame:RegisterEvent("SPELLS_CHANGED");
loadFrame:RegisterEvent("UNIT_INVENTORY_CHANGED")
loadFrame:RegisterEvent("PLAYER_EQUIPMENT_CHANGED")
loadFrame:RegisterEvent("PLAYER_DEAD")
loadFrame:RegisterEvent("PLAYER_ALIVE")
loadFrame:RegisterEvent("PLAYER_UNGHOST")

local unitLoadFrame = CreateFrame("FRAME");
WeakAuras.unitLoadFrame = unitLoadFrame;
WeakAuras.frames["Display Load Handling 2"] = unitLoadFrame;

unitLoadFrame:RegisterUnitEvent("UNIT_FLAGS", "player");
if WeakAuras.IsRetail() then
  unitLoadFrame:RegisterUnitEvent("UNIT_ENTERED_VEHICLE", "player");
  unitLoadFrame:RegisterUnitEvent("UNIT_EXITED_VEHICLE", "player");
end

function Private.RegisterLoadEvents()
  loadFrame:SetScript("OnEvent", function(frame, ...)
    Private.StartProfileSystem("load");
    Private.ScanForLoads(nil, ...)
    Private.StopProfileSystem("load");
  end);

  C_Timer.NewTicker(0.5, function()
    Private.StartProfileSystem("load");
    local zoneId = C_Map.GetBestMapForUnit("player");
    if loadFrame.zoneId ~= zoneId then
      Private.ScanForLoads(nil, "ZONE_CHANGED")
      loadFrame.zoneId = zoneId;
    end
    Private.StopProfileSystem("load");
  end)

  unitLoadFrame:SetScript("OnEvent", function(frame, e, arg1, ...)
    Private.StartProfileSystem("load");
    if (arg1 == "player") then
      Private.ScanForLoads(nil, e, arg1, ...)
    end
    Private.StopProfileSystem("load");
  end);
end

local function UnloadAll()
  -- Even though auras are collapsed, their finish animation can be running
  for id in pairs(loaded) do
    Private.CancelAnimation(WeakAuras.regions[id].region, true, true, true, true, true, true)
    if clones[id] then
      for cloneId, region in pairs(clones[id]) do
        Private.CancelAnimation(region, true, true, true, true, true, true)
      end
    end
  end

  for _, v in pairs(triggerState) do
    for i = 1, v.numTriggers do
      if (v[i]) then
        wipe(v[i]);
      end
    end
  end

  for _, aura in pairs(timers) do
    for _, trigger in pairs(aura) do
      for _, record in pairs(trigger) do
        if (record.handle) then
          timer:CancelTimer(record.handle);
        end
      end
    end
  end
  wipe(timers);

  Private.UnloadAllConditions()

  for _, triggerSystem in pairs(triggerSystems) do
    triggerSystem.UnloadAll();
  end
  wipe(loaded);
end

function Private.Resume()
  paused = false;

  Private.PauseAllDynamicGroups();

  for id, region in pairs(regions) do
    region.region:Collapse();
  end

  for id, cloneList in pairs(clones) do
    for cloneId, clone in pairs(cloneList) do
      clone:Collapse();
    end
  end


  UnloadAll();
  scanForLoadsImpl();

  Private.ResumeAllDynamicGroups();
end

function Private.LoadDisplays(toLoad, ...)
  for id in pairs(toLoad) do
    local uid = WeakAuras.GetData(id).uid
    Private.RegisterForGlobalConditions(uid);
    triggerState[id].triggers = {};
    triggerState[id].triggerCount = 0;
    triggerState[id].show = false;
    triggerState[id].activeTrigger = nil;
    triggerState[id].activatedConditions = {};
  end
  for _, triggerSystem in pairs(triggerSystems) do
    triggerSystem.LoadDisplays(toLoad, ...);
  end
end

function Private.UnloadDisplays(toUnload, ...)
  for _, triggerSystem in pairs(triggerSystems) do
    triggerSystem.UnloadDisplays(toUnload, ...);
  end

  for id in pairs(toUnload) do
    -- Even though auras are collapsed, their finish animation can be running
    Private.CancelAnimation(WeakAuras.regions[id].region, true, true, true, true, true, true)
    if clones[id] then
      for cloneId, region in pairs(clones[id]) do
        Private.CancelAnimation(region, true, true, true, true, true, true)
      end
    end

    for i = 1, triggerState[id].numTriggers do
      if (triggerState[id][i]) then
        wipe(triggerState[id][i]);
      end
    end
    triggerState[id].show = nil;
    triggerState[id].activeTrigger = nil;

    if (timers[id]) then
      for _, trigger in pairs(timers[id]) do
        for _, record in pairs(trigger) do
          if (record.handle) then
            timer:CancelTimer(record.handle);
          end
        end
      end
      timers[id] = nil;
    end

    local uid = WeakAuras.GetData(id).uid
    Private.UnloadConditions(uid)

    WeakAuras.regions[id].region:Collapse();
    Private.CollapseAllClones(id);
  end
end

function Private.FinishLoadUnload()
  for _, triggerSystem in pairs(triggerSystems) do
    triggerSystem.FinishLoadUnload();
  end
end

-- transient cache of uid => id
-- eventually, the database will be migrated to index by uid
-- and this mapping will become redundant
-- this cache is loaded lazily via pAdd()
local UIDtoID = {}

function Private.GetDataByUID(uid)
  return WeakAuras.GetData(UIDtoID[uid])
end

function Private.UIDtoID(uid)
  return UIDtoID[uid]
end

function WeakAuras.Delete(data)
  local id = data.id;
  local uid = data.uid
  local parentId = data.parent
  local parentUid = data.parent and db.displays[data.parent].uid

  Private.callbacks:Fire("AboutToDelete", uid, id, parentUid, parentId)

  if(data.parent) then
    local parentData = db.displays[data.parent];
    if(parentData and parentData.controlledChildren) then
      for index, childId in pairs(parentData.controlledChildren) do
        if(childId == id) then
          tremove(parentData.controlledChildren, index);
        end
      end
      if parentData.sortHybridTable then
        parentData.sortHybridTable[id] = nil
      end
      Private.ClearAuraEnvironment(data.parent);
    end
  end

  UIDtoID[data.uid] = nil
  if(data.controlledChildren) then
    for index, childId in pairs(data.controlledChildren) do
      local childData = db.displays[childId];
      if(childData) then
        childData.parent = nil;
        WeakAuras.Add(childData);
      end
    end
  end

  regions[id].region:Collapse()
  Private.CollapseAllClones(id);

  Private.CancelAnimation(WeakAuras.regions[id].region, true, true, true, true, true, true)

  if clones[id] then
    for cloneId, region in pairs(clones[id]) do
      Private.CancelAnimation(region, true, true, true, true, true, true)
    end
  end

  regions[id].region:SetScript("OnUpdate", nil);
  regions[id].region:SetScript("OnShow", nil);
  regions[id].region:SetScript("OnHide", nil);
  regions[id].region:Hide();

  db.registered[id] = nil;
  if(WeakAuras.importDisplayButtons and WeakAuras.importDisplayButtons[id]) then
    local button = WeakAuras.importDisplayButtons[id];
    button.checkbox:SetChecked(false);
    if(button.updateChecked) then
      button.updateChecked();
    end
  end

  for _, triggerSystem in pairs(triggerSystems) do
    triggerSystem.Delete(id);
  end

  regions[id].region = nil;
  regions[id] = nil;
  loaded[id] = nil;
  loadFuncs[id] = nil;
  loadFuncsForOptions[id] = nil;
  for event, eventData in pairs(loadEvents) do
    eventData[id] = nil
  end

  db.displays[id] = nil;

  Private.DeleteAuraEnvironment(id)
  triggerState[id] = nil;

  if (Private.personalRessourceDisplayFrame) then
    Private.personalRessourceDisplayFrame:delete(id);
  end

  if (Private.mouseFrame) then
    Private.mouseFrame:delete(id);
  end

  Private.customActionsFunctions[id] = nil;
  WeakAuras.customConditionsFunctions[id] = nil;
  WeakAuras.conditionTextFormatters[id] = nil
  Private.frameLevels[id] = nil;
  WeakAuras.conditionHelpers[data.uid] = nil

  Private.RemoveHistory(data.uid)

  -- Add the parent
  if parentUid then
    WeakAuras.Add(Private.GetDataByUID(parentUid))
  end

  Private.callbacks:Fire("Delete", uid, id, parentUid, parentId)
end

function WeakAuras.Rename(data, newid)
  local oldid = data.id
  if(data.parent) then
    local parentData = db.displays[data.parent];
    if(parentData.controlledChildren) then
      for index, childId in pairs(parentData.controlledChildren) do
        if(childId == data.id) then
          parentData.controlledChildren[index] = newid;
        end
      end
      if parentData.sortHybridTable and parentData.sortHybridTable[oldid] then
        parentData.sortHybridTable[newid] = true
        parentData.sortHybridTable[oldid] = nil
      end
    end
    local parentRegion = WeakAuras.GetRegion(data.parent)
    if parentRegion and parentRegion.ReloadControlledChildren then
      parentRegion:ReloadControlledChildren()
    end
  end

  UIDtoID[data.uid] = newid
  regions[newid] = regions[oldid];
  regions[oldid] = nil;
  regions[newid].region.id = newid;

  for _, triggerSystem in pairs(triggerSystems) do
    triggerSystem.Rename(oldid, newid);
  end

  loaded[newid] = loaded[oldid];
  loaded[oldid] = nil;
  loadFuncs[newid] = loadFuncs[oldid];
  loadFuncs[oldid] = nil;

  loadFuncsForOptions[newid] = loadFuncsForOptions[oldid]
  loadFuncsForOptions[oldid] = nil;

  for event, eventData in pairs(loadEvents) do
    eventData[newid] = eventData[oldid]
    eventData[oldid] = nil
  end

  timers[newid] = timers[oldid];
  timers[oldid] = nil;

  triggerState[newid] = triggerState[oldid];
  triggerState[oldid] = nil;

  Private.RenameAuraEnvironment(oldid, newid)

  db.displays[newid] = db.displays[oldid];
  db.displays[oldid] = nil;

  if(clones[oldid]) then
    clones[newid] = clones[oldid];
    clones[oldid] = nil;
    for cloneid, clone in pairs(clones[newid]) do
      clone.id = newid;
    end
  end

  db.displays[newid].id = newid;

  if(data.controlledChildren) then
    for index, childId in pairs(data.controlledChildren) do
      local childData = db.displays[childId];
      if(childData) then
        childData.parent = data.id;
      end
    end
    if regions[newid].ReloadControlledChildren then
      regions[newid]:ReloadControlledChildren()
    end
  end

  if (Private.personalRessourceDisplayFrame) then
    Private.personalRessourceDisplayFrame:rename(oldid, newid);
  end

  if (Private.mouseFrame) then
    Private.mouseFrame:rename(oldid, newid);
  end

  Private.customActionsFunctions[newid] = Private.customActionsFunctions[oldid];
  Private.customActionsFunctions[oldid] = nil;

  WeakAuras.customConditionsFunctions[newid] = WeakAuras.customConditionsFunctions[oldid];
  WeakAuras.customConditionsFunctions[oldid] = nil;

  WeakAuras.conditionTextFormatters[newid] = WeakAuras.conditionTextFormatters[oldid]
  WeakAuras.conditionTextFormatters[oldid] = nil

  Private.frameLevels[newid] = Private.frameLevels[oldid];
  Private.frameLevels[oldid] = nil;

  Private.ProfileRenameAura(oldid, newid);

  -- TODO: This should not be necessary
  WeakAuras.Add(data)

  Private.callbacks:Fire("Rename", data.uid, oldid, newid)
end

function Private.Convert(data, newType)
  local id = data.id;
  regions[id].region:SetScript("OnUpdate", nil);
  regions[id].region:Hide();
  Private.EndEvent(id, 0, true);

  Private.FakeStatesFor(id, false)

  regions[id].region = nil;
  regions[id] = nil;

  data.regionType = newType;
  WeakAuras.Add(data);

  Private.FakeStatesFor(id, true)

  local parentRegion = WeakAuras.GetRegion(data.parent)
  if parentRegion and parentRegion.ReloadControlledChildren then
    parentRegion:ReloadControlledChildren()
  end
end

-- The default mixin doesn't recurse, this does
function WeakAuras.DeepMixin(dest, source)
  local function recurse(source, dest)
    for i,v in pairs(source) do
      if(type(v) == "table") then
        dest[i] = type(dest[i]) == "table" and dest[i] or {};
        recurse(v, dest[i]);
      else
        dest[i] = v;
      end
    end
  end
  recurse(source, dest);
end

function WeakAuras.RegisterAddon(addon, displayName, description, icon)
  if(addons[addon]) then
    addons[addon].displayName = displayName;
    addons[addon].description = description;
    addons[addon].icon = icon;
    addons[addon].displays = addons[addon].displays or {};
  else
    addons[addon] = {
      displayName = displayName,
      description = description,
      icon = icon,
      displays = {}
    };
  end
end

function WeakAuras.RegisterDisplay(addon, data, force)
  tinsert(from_files, {addon, data, force});
end

function WeakAuras.AddManyFromAddons(table)
  for _, addData in ipairs(table) do
    WeakAuras.AddFromAddon(addData[1], addData[2], addData[3]);
  end
end

function WeakAuras.AddFromAddon(addon, data, force)
  local id = data.id;
  if(id and addons[addon]) then
    addons[addon].displays[id] = data;
    if(db.registered[id]) then
    -- This display was already registered
    -- It is unnecessary to add it again
    elseif(force and not db.registered[id] == false) then
      if(db.displays[id]) then
        -- ID collision
        collisions[id] = {addon, data};
      else
        db.registered[id] = addon;
        WeakAuras.Add(data);
      end
    end
  end
end

function WeakAuras.CollisionResolved(addon, data, force)
  WeakAuras.AddFromAddon(addon, data, force);
end

function Private.IsDefinedByAddon(id)
  return db.registered[id];
end

function Private.ResolveCollisions(onFinished)
  local num = 0;
  for id, _ in pairs(collisions) do
    num = num + 1;
  end

  if(num > 0) then
    local baseText;
    local buttonText;
    if(registeredFromAddons) then
      if(num == 1) then
        baseText = L["Resolve collisions dialog singular"];
        buttonText = L["Done"];
      else
        baseText = L["Resolve collisions dialog"];
        buttonText = L["Next"];
      end
    else
      if(num == 1) then
        baseText = L["Resolve collisions dialog startup singular"];
        buttonText = L["Done"];
      else
        baseText = L["Resolve collisions dialog startup"];
        buttonText = L["Next"];
      end
    end

    local numResolved = 0;
    local currentId = next(collisions);

    local function UpdateText(popup)
      popup.text:SetText(baseText..(numResolved or "error").."/"..(num or "error"));
    end

    StaticPopupDialogs["WEAKAURAS_RESOLVE_COLLISIONS"] = {
      text = baseText,
      button1 = buttonText,
      OnAccept = function(self)
        -- Do the collision resolution
        local newId = self.editBox:GetText();
        if(WeakAuras.OptionsFrame and WeakAuras.OptionsFrame() and WeakAuras.displayButtons and WeakAuras.displayButtons[currentId]) then
          WeakAuras.displayButtons[currentId].callbacks.OnRenameAction(newId)
        else
          local data = WeakAuras.GetData(currentId);
          if(data) then
            WeakAuras.Rename(data, newId);
          else
            print("|cFF8800FFWeakAuras|r: Data not found");
          end
        end

        WeakAuras.CollisionResolved(collisions[currentId][1], collisions[currentId][2], true);
        numResolved = numResolved + 1;

        -- Get the next id to resolve
        currentId = next(collisions, currentId);
        if(currentId) then
          -- There is another conflict to resolve - hook OnHide to reshow the dialog as soon as it hides
          self:SetScript("OnHide", function(self)
            self:Show();
            UpdateText(self);
            self.editBox:SetText(currentId);
            self:SetScript("OnHide", nil);
            if not(next(collisions, currentId)) then
              self.button1:SetText(L["Done"]);
            end
          end);
        else
          self.editBox:SetScript("OnTextChanged", nil);
          wipe(collisions);
          if(onFinished) then
            onFinished();
          end
        end
      end,
      hasEditBox = true,
      hasWideEditBox = true,
      hideOnEscape = true,
      whileDead = true,
      showAlert = true,
      timeout = 0,
      preferredindex = STATICPOPUP_NUMDIALOGS
    };

    local popup = StaticPopup_Show("WEAKAURAS_RESOLVE_COLLISIONS");
    popup.editBox:SetScript("OnTextChanged", function(self)
      local newid = self:GetText();
      if(collisions[newid] or db.displays[newid]) then
        popup.button1:Disable();
      else
        popup.button1:Enable();
      end
    end);
    popup.editBox:SetText(currentId);
    popup.text:SetJustifyH("left");
    popup.icon:SetTexture("Interface\\Addons\\WeakAuras\\Media\\Textures\\icon.blp");
    popup.icon:SetVertexColor(0.833, 0, 1);

    UpdateText(popup);
  elseif(onFinished) then
    onFinished();
  end
end

local function LastUpgrade()
  return db.lastUpgrade and date(nil, db.lastUpgrade) or "unknown"
end

function Private.NeedToRepairDatabase()
  return db.dbVersion and db.dbVersion > WeakAuras.InternalVersion()
end

local function RepairDatabase(loginAfter)
  local coro = coroutine.create(function()
    WeakAuras.SetImporting(true)
    -- set db version to current code version
    db.dbVersion = WeakAuras.InternalVersion()
    -- reinstall snapshots from history
    local newDB = Mixin({}, db.displays)
    coroutine.yield()
    for id, data in pairs(db.displays) do
      local snapshot = Private.GetMigrationSnapshot(data.uid)
      if snapshot then
        newDB[id] = nil
        newDB[snapshot.id] = snapshot
        coroutine.yield()
      end
    end
    db.displays = newDB
    WeakAuras.SetImporting(false)
    -- finally, login
    Private.Login()
  end)
  Private.dynFrame:AddAction("repair", coro)
end

StaticPopupDialogs["WEAKAURAS_CONFIRM_REPAIR"] = {
  text = "",
  button1 = L["Repair"],
  button2 = L["Cancel"],
  OnAccept = function(self)
     RepairDatabase()
  end,
  OnShow = function(self)
    if self.data.reason == "user" then
      self.text:SetText(L["Manual Repair Confirmation Dialog"]:format(LastUpgrade()))
    else
      self.text:SetText(L["Automatic Repair Confirmation Dialog"]:format(LastUpgrade()))
    end
  end,
  OnCancel = function(self)
    if self.data.reason ~= "user" then
      Private.Login()
    end
  end,
  whileDead = true,
  showAlert = true,
  timeout = 0,
  preferredindex = STATICPOPUP_NUMDIALOGS
}

function Private.ValidateUniqueDataIds(silent)
  -- ensure that there are no duplicated uids anywhere in the database
  local seenUIDs = {}
  for _, data in pairs(db.displays) do
    if type(data.uid) == "string" then
      if seenUIDs[data.uid] then
        if not silent then
          prettyPrint("Duplicate uid \""..data.uid.."\" detected in saved variables between \""..data.id.."\" and \""..seenUIDs[data.uid].id.."\".")
        end
        data.uid = WeakAuras.GenerateUniqueID()
        seenUIDs[data.uid] = data
      else
        seenUIDs[data.uid] = data
      end
    elseif data.uid ~= nil then
      if not silent then
        prettyPrint("Invalid uid detected in saved variables for \""..data.id.."\"")
      end
      data.uid = WeakAuras.GenerateUniqueID()
      seenUIDs[data.uid] = data
    end
  end
  for uid, data in pairs(seenUIDs) do
    UIDtoID[uid] = data.id
  end
end

function Private.SyncParentChildRelationships(silent)
  -- 1. Find all auras where data.parent ~= nil or data.controlledChildren ~= nil
  --    If an aura has both, then remove data.parent
  --    If an aura has data.parent which doesn't exist, then remove data.parent
  --    If an aura has data.parent which doesn't have data.controlledChildren, then remove data.parent
  -- 2. For each aura with data.controlledChildren, iterate through the list of children and remove entries where:
  --    The child doesn't exist in the database
  --    The child ID is duplicated in data.controlledChildren (only the first will be kept)
  --    The child's data.parent points to a different parent
  --    Otherwise, mark the child as having a valid parent relationship
  -- 3. For each aura with data.parent, remove data.parent if it was not marked to have a valid relationship in 2.
  local parents = {}
  local children = {}
  local childHasParent = {}
  for id, data in pairs(db.displays) do
    if data.parent then
      if data.controlledChildren then
        if not silent then
          prettyPrint("Detected corruption in saved variables: "..id.." is a group that thinks it's a parent.")
        end
        -- A display cannot have both children and a parent
        data.parent = nil
        parents[id] = data
      elseif not db.displays[data.parent] then
        if not(silent) then
          prettyPrint("Detected corruption in saved variables: "..id.." has a nonexistent parent.")
        end
        data.parent = nil
      elseif not db.displays[data.parent].controlledChildren then
        if not silent then
          prettyPrint("Detected corruption in saved variables: "..id.." thinks "..data.parent..
                      " controls it, but "..data.parent.." is not a group.")
        end
        data.parent = nil
      else
        children[id] = data
      end
    elseif data.controlledChildren then
      parents[id] = data
    end
  end

  for id, data in pairs(parents) do
    local groupChildren = {}
    local childrenToRemove = {}
    for index, childID in ipairs(data.controlledChildren) do
      local child = children[childID]
      if not child then
        if not silent then
          prettyPrint("Detected corruption in saved variables: "..id.." thinks it controls "..childID.." which doesn't exist.")
        end
        childrenToRemove[index] = true
      elseif child.parent ~= id then
        if not silent then
          prettyPrint("Detected corruption in saved variables: "..id.." thinks it controls "..childID.." which it does not.")
        end
        childrenToRemove[index] = true
      elseif groupChildren[childID] then
        if not silent then
          prettyPrint("Detected corruption in saved variables: "..id.." has "..childID.." as a child in multiple positions.")
        end
        childrenToRemove[index] = true
      else
        groupChildren[childID] = index
        childHasParent[childID] = true
      end
    end
    if next(childrenToRemove) ~= nil then
      for i = #data.controlledChildren, 1, -1 do
        if childrenToRemove[i] then
          tremove(data.controlledChildren, i)
        end
      end
    end
  end

  for id, data in pairs(children) do
    if not childHasParent[id] then
      if not silent then
        prettyPrint("Detected corruption in saved variables: "..id.." should be controlled by "..data.parent.." but isn't.")
      end
      local parent = parents[data.parent]
      tinsert(parent.controlledChildren, id)
    end
  end
end

function WeakAuras.AddMany(table, takeSnapshots)
  local idtable = {};
  for _, data in ipairs(table) do
    idtable[data.id] = data;
  end
  local loaded = {};
  local function load(id, depends)
    local data = idtable[id];
    if(data.parent) then
      if(idtable[data.parent]) then
        if(tContains(depends, data.parent)) then
          error("Circular dependency in WeakAuras.AddMany between "..table.concat(depends, ", "));
        else
          if not(loaded[data.parent]) then
            local dependsOut = {};
            for i,v in pairs(depends) do
              dependsOut[i] = v;
            end
            tinsert(dependsOut, data.parent);
            load(data.parent, dependsOut);
          end
        end
      else
        data.parent = nil;
      end
    end
    if not(loaded[id]) then
      WeakAuras.Add(data, takeSnapshots);
      coroutine.yield();
      loaded[id] = true;
    end
  end
  local groups = {}
  for id, data in pairs(idtable) do
    load(id, {});
    if data.regionType == "dynamicgroup" or data.regionType == "group" then
      groups[data] = true
    end
  end
  for data in pairs(groups) do
    if data.type == "dynamicgroup" then
      regions[data.id].region:ReloadControlledChildren()
    else
      WeakAuras.Add(data)
    end
    coroutine.yield();
  end
end

local function customOptionIsValid(option)
  if not option.type then
    return false
  elseif Private.author_option_classes[option.type] == "simple" then
    if not option.key
    or not option.name
    or not option.default == nil then
      return false
    end
  elseif Private.author_option_classes[option.type] == "group" then
    if not option.key
    or not option.name
    or not option.default == nil
    or not option.subOptions then
      return false
    end
  end
  return true
end

local function validateUserConfig(data, options, config)
  local authorOptionKeys, corruptOptions = {}, {}
  for index, option in ipairs(options) do
    if not customOptionIsValid(option) then
      prettyPrint(data.id .. " Custom Option #" .. index .. " in " .. data.id .. " has been detected as corrupt, and has been deleted.")
      corruptOptions[index] = true
    else
      local optionClass = Private.author_option_classes[option.type]
      if optionClass == "simple" then
        if not option.key then
          option.key = WeakAuras.GenerateUniqueID()
        end
        authorOptionKeys[option.key] = index
        if config[option.key] == nil then
          if type(option.default) ~= "table" then
            config[option.key] = option.default
          else
            config[option.key] = CopyTable(option.default)
          end
        end
      elseif optionClass == "group" then
        authorOptionKeys[option.key] = "group"
        local subOptions = option.subOptions
        if type(config[option.key]) ~= "table" then
          config[option.key] = {}
        end
        local subConfig = config[option.key]
        if option.groupType == "array" then
          for k, v in pairs(subConfig) do
            if type(k) ~= "number" or type(v) ~= "table" then
              -- if k was not a number, then this was a simple group before
              -- if v is not a table, then this was likely a color option
              wipe(subConfig) -- second iteration will fill table with defaults
              break
            end
          end
          if option.limitType == "fixed" then
            for i = #subConfig + 1, option.size do
              -- add missing entries
              subConfig[i] = {}
            end
          end
          if option.limitType ~= "none" then
            for i = option.size + 1, #subConfig do
              -- remove excess entries
              subConfig[i] = nil
            end
          end
          for _, toValidate in pairs(subConfig) do
            validateUserConfig(data, subOptions, toValidate)
          end
        else
          if type(next(subConfig)) ~= "string" then
            -- either there are no sub options, in which case this is a noop
            -- or this group was previously an array, in which case we need to wipe
            wipe(subConfig)
          end
          validateUserConfig(data, subOptions, subConfig)
        end
      end
    end
  end
  for i = #options, 1, -1 do
    if corruptOptions[i] then
      tremove(options, i)
    end
  end
  for key, value in pairs(config) do
    if not authorOptionKeys[key] then
      config[key] = nil
    elseif authorOptionKeys[key] ~= "group" then
      local option = options[authorOptionKeys[key]]
      if type(value) ~= type(option.default) then
        -- if type mismatch then we know that it can't be right
        if type(option.default) ~= "table" then
          config[key] = option.default
        else
          config[key] = CopyTable(option.default)
        end
      elseif option.type == "input" and option.useLength then
        config[key] = config[key]:sub(1, option.length)
      elseif option.type == "number" or option.type == "range" then
        if (option.max and option.max < value) or (option.min and option.min > value) then
          config[key] = option.default
        else
          if option.type == "number" and option.step then
            local min = option.min or 0
            config[key] = option.step * Round((value - min)/option.step) + min
          end
        end
      elseif option.type == "select" then
        if value < 1 or value > #option.values then
          config[key] = option.default
        end
      elseif option.type == "multiselect" then
        local multiselect = config[key]
        for i, v in ipairs(multiselect) do
          if option.default[i] ~= nil then
            if type(v) ~= "boolean" then
              multiselect[i] = option.default[i]
            end
          else
            multiselect[i] = nil
          end
        end
        for i, v in ipairs(option.default) do
          if type(multiselect[i]) ~= "boolean" then
            multiselect[i] = v
          end
        end
      elseif option.type == "color" then
        for i = 1, 4 do
          local c = config[key][i]
          if type(c) ~= "number" or c < 0 or c > 1 then
            config[key] = option.default
            break
          end
        end
      end
    end
  end
end

local function removeSpellNames(data)
  local trigger
  for i = 1, #data.triggers do
    trigger = data.triggers[i].trigger
    if trigger and trigger.type == "aura" then
      if type(trigger.spellName) == "number" then
        trigger.realSpellName = GetSpellInfo(trigger.spellName) or trigger.realSpellName
      end
      if (trigger.spellId) then
        trigger.name = GetSpellInfo(trigger.spellId) or trigger.name;
      end
      if (trigger.spellIds) then
        for i = 1, 10 do
          if (trigger.spellIds[i]) then
            trigger.names = trigger.names or {};
            trigger.names[i] = GetSpellInfo(trigger.spellIds[i]) or trigger.names[i];
          end
        end
      end
    end
  end
end

local oldDataStub = {
  -- note: this is the minimal data stub which prevents false positives in diff upon reimporting an aura.
  -- pending a refactor of other code which adds unnecessary fields, it is possible to shrink it
  trigger = {
    type = "aura",
    names = {},
    event = "Health",
    subeventPrefix = "SPELL",
    subeventSuffix = "_CAST_START",
    spellIds = {},
    unit = "player",
    debuffType = "HELPFUL",
  },
  numTriggers = 1,
  untrigger = {},
  load = {
    size = {
      multi = {},
    },
    spec = {
      multi = {},
    },
    class = {
      multi = {},
    },
  },
  actions = {
    init = {},
    start = {},
    finish = {},
  },
  animation = {
    start = {
      type = "none",
      duration_type = "seconds",
    },
    main = {
      type = "none",
      duration_type = "seconds",
    },
    finish = {
      type = "none",
      duration_type = "seconds",
    },
  },
  conditions = {},
}

local oldDataStub2 = {
  -- note: this is the minimal data stub which prevents false positives in diff upon reimporting an aura.
  -- pending a refactor of other code which adds unnecessary fields, it is possible to shrink it
  triggers = {
    {
      trigger = {
        type = "aura",
        names = {},
        event = "Health",
        subeventPrefix = "SPELL",
        subeventSuffix = "_CAST_START",
        spellIds = {},
        unit = "player",
        debuffType = "HELPFUL",
      },
      untrigger = {},
    },
  },
  load = {
    size = {
      multi = {},
    },
    spec = {
      multi = {},
    },
    class = {
      multi = {},
    },
  },
  actions = {
    init = {},
    start = {},
    finish = {},
  },
  animation = {
    start = {
      type = "none",
      duration_type = "seconds",
    },
    main = {
      type = "none",
      duration_type = "seconds",
    },
    finish = {
      type = "none",
      duration_type = "seconds",
    },
  },
  conditions = {},
}

function WeakAuras.PreAdd(data)
  -- Readd what Compress removed before version 8
  if (not data.internalVersion or data.internalVersion < 7) then
    WeakAuras.validate(data, oldDataStub)
  elseif (data.internalVersion < 8) then
    WeakAuras.validate(data, oldDataStub2)
  end

  local default = data.regionType and WeakAuras.regionTypes[data.regionType] and WeakAuras.regionTypes[data.regionType].default
  if default then
    WeakAuras.validate(data, default)
  end

  local regionValidate = data.regionType and WeakAuras.regionTypes[data.regionType] and WeakAuras.regionTypes[data.regionType].validate
  if regionValidate then
    regionValidate(data)
  end

  Private.Modernize(data);
  WeakAuras.validate(data, WeakAuras.data_stub);
  if data.subRegions then
    local result = {}
    for index, subRegionData in ipairs(data.subRegions) do
      local subType = subRegionData.type
      if subType and Private.subRegionTypes[subType] then
        -- If it is not supported, then drop it
        if Private.subRegionTypes[subType].supports(data.regionType) then
          local default = Private.subRegionTypes[subType].default
          if type(default) == "function" then
            default = default(data.regionType)
          end
          if default then
            WeakAuras.validate(subRegionData, default)
          end

          tinsert(result, subRegionData)
        end
      else
        -- Unknown sub type is because the user didn't restart their client
        -- so keep it
        tinsert(result, subRegionData)
      end
    end
    data.subRegions = result
  end
  validateUserConfig(data, data.authorOptions, data.config)
  removeSpellNames(data)
  data.init_started = nil
  data.init_completed = nil
  data.expanded = nil
end

local function pAdd(data, simpleChange)
  local id = data.id;
  if not(id) then
    error("Improper arguments to WeakAuras.Add - id not defined");
    return;
  end

  data.uid = data.uid or WeakAuras.GenerateUniqueID()
  local otherID = UIDtoID[data.uid]
  if not otherID then
    UIDtoID[data.uid] = id
  elseif otherID ~= id then
    -- duplicate uid
    data.uid = WeakAuras.GenerateUniqueID()
    UIDtoID[data.uid] = id
  end

  if simpleChange then
    db.displays[id] = data
    WeakAuras.SetRegion(data)
    if clones[id] then
      for cloneId, region in pairs(clones[id]) do
        WeakAuras.SetRegion(data, cloneId)
      end
    end
    Private.UpdatedTriggerState(id)
  else
    if (data.controlledChildren) then
      Private.ClearAuraEnvironment(id);
      if data.parent then
        Private.ClearAuraEnvironment(data.parent);
      end
      db.displays[id] = data;
      WeakAuras.SetRegion(data);
    else
      local visible
      if (WeakAuras.IsOptionsOpen()) then
        visible = Private.FakeStatesFor(id, false)
      else
        if (WeakAuras.regions[id] and WeakAuras.regions[id].region) then
          WeakAuras.regions[id].region:Collapse()
        else
          Private.CollapseAllClones(id)
        end
      end

      Private.ClearAuraEnvironment(id);
      if data.parent then
        Private.ClearAuraEnvironment(data.parent);
      end

      db.displays[id] = data;

      if (not data.triggers.activeTriggerMode or data.triggers.activeTriggerMode > #data.triggers) then
        data.triggers.activeTriggerMode = Private.trigger_modes.first_active;
      end

      for _, triggerSystem in pairs(triggerSystems) do
        triggerSystem.Add(data);
      end

      local loadFuncStr, events = ConstructFunction(load_prototype, data.load);
      for event, eventData in pairs(loadEvents) do
        eventData[id] = nil
      end
      for event in pairs(events) do
        loadEvents[event] = loadEvents[event] or {}
        loadEvents[event][id] = true
      end
      loadEvents["SCAN_ALL"] = loadEvents["SCAN_ALL"] or {}
      loadEvents["SCAN_ALL"][id] = true

      local loadForOptionsFuncStr = ConstructFunction(load_prototype, data.load, true);
      local loadFunc = WeakAuras.LoadFunction(loadFuncStr, id, "load");
      local loadForOptionsFunc = WeakAuras.LoadFunction(loadForOptionsFuncStr, id, "options load");
      local triggerLogicFunc;
      if data.triggers.disjunctive == "custom" then
        triggerLogicFunc = WeakAuras.LoadFunction("return "..(data.triggers.customTriggerLogic or ""), id, "trigger combination");
      end

      LoadCustomActionFunctions(data);
      Private.LoadConditionPropertyFunctions(data);
      Private.LoadConditionFunction(data)

      loadFuncs[id] = loadFunc;
      loadFuncsForOptions[id] = loadForOptionsFunc;
      clones[id] = clones[id] or {};

      if (timers[id]) then
        for _, trigger in pairs(timers[id]) do
          for _, record in pairs(trigger) do
            if (record.handle) then
              timer:CancelTimer(record.handle);
            end
          end
        end
        timers[id] = nil;
      end

      local region = WeakAuras.SetRegion(data);

      triggerState[id] = {
        disjunctive = data.triggers.disjunctive or "all",
        numTriggers = #data.triggers,
        activeTriggerMode = data.triggers.activeTriggerMode or Private.trigger_modes.first_active,
        triggerLogicFunc = triggerLogicFunc,
        triggers = {},
        triggerCount = 0,
        activatedConditions = {},
      };

      LoadEncounterInitScripts(id);

      if (WeakAuras.IsOptionsOpen()) then
        Private.FakeStatesFor(id, visible)
      end

      if not(paused) then
        Private.ScanForLoads({[id] = true});
      end
    end
  end
end

function WeakAuras.Add(data, takeSnapshot, simpleChange)
  local snapshot
  if takeSnapshot or (data.internalVersion or 0) < internalVersion then
    snapshot = CopyTable(data)
  end
  if takeSnapshot then
    Private.SetMigrationSnapshot(data.uid, snapshot)
  end
  local ok = xpcall(WeakAuras.PreAdd, geterrorhandler(), data)
  if ok then
    pAdd(data, simpleChange)
  end
end

function Private.AddParents(data)
  local parent = data.parent
  if (parent) then
    local parentData = WeakAuras.GetData(parent)
    WeakAuras.Add(parentData)
    Private.AddParents(parentData)
  end
end

function WeakAuras.SetRegion(data, cloneId)
  local regionType = data.regionType;
  if not(regionType) then
    error("Improper arguments to WeakAuras.SetRegion - regionType not defined");
  else
    if(not regionTypes[regionType]) then
      regionType = "fallback";
      print("Improper arguments to WeakAuras.CreateRegion - regionType \""..data.regionType.."\" is not supported");
    end

    local id = data.id;
    if not(id) then
      error("Improper arguments to WeakAuras.SetRegion - id not defined");
    else
      local region;
      if(cloneId) then
        region = clones[id][cloneId];
        if (not region or region.regionType ~= data.regionType) then
          if (region) then
            clonePool[region.regionType] = clonePool[region.regionType] or {};
            tinsert(clonePool[region.regionType], region);
            region:Hide();
          end
          if(clonePool[data.regionType] and clonePool[data.regionType][1]) then
            clones[id][cloneId] = tremove(clonePool[data.regionType]);
          else
            local clone = regionTypes[data.regionType].create(frame, data);
            clone.regionType = data.regionType;
            clone:Hide();
            clones[id][cloneId] = clone;
          end
          region = clones[id][cloneId];
        end
      else
        if((not regions[id]) or (not regions[id].region) or regions[id].regionType ~= regionType) then
          region = regionTypes[regionType].create(frame, data);
          region.regionType = regionType;
          regions[id] = {
            regionType = regionType,
            region = region
          };
          if regionType ~= "dynamicgroup" and regionType ~= "group" then
            region.toShow = false
            region:Hide()
          else
            region.toShow = true
          end
        else
          region = regions[id].region;
        end
      end
      region.id = id;
      region.cloneId = cloneId or "";
      WeakAuras.validate(data, regionTypes[regionType].default);

      local parent = frame;
      if(data.parent) then
        if(regions[data.parent]) then
          parent = regions[data.parent].region;
        else
          data.parent = nil;
        end
      end
      local loginFinished = WeakAuras.IsLoginFinished();
      local anim_cancelled = loginFinished and Private.CancelAnimation(region, true, true, true, true, true, true);

      regionTypes[regionType].modify(parent, region, data);
      WeakAuras.regionPrototype.AddSetDurationInfo(region);
      WeakAuras.regionPrototype.AddExpandFunction(data, region, cloneId, parent, parent.regionType)

      data.animation = data.animation or {};
      data.animation.start = data.animation.start or {type = "none"};
      data.animation.main = data.animation.main or {type = "none"};
      data.animation.finish = data.animation.finish or {type = "none"};
      if(Private.CanHaveDuration(data)) then
        data.animation.start.duration_type = data.animation.start.duration_type or "seconds";
        data.animation.main.duration_type = data.animation.main.duration_type or "seconds";
        data.animation.finish.duration_type = data.animation.finish.duration_type or "seconds";
      else
        data.animation.start.duration_type = "seconds";
        data.animation.main.duration_type = "seconds";
        data.animation.finish.duration_type = "seconds";
      end

      if(cloneId) then
        clonePool[regionType] = clonePool[regionType] or {};
      end
      if(anim_cancelled) then
        Private.Animate("display", data.uid, "main", data.animation.main, region, false, nil, true, cloneId);
      end
      return region;
    end
  end
end

local function EnsureClone(id, cloneId)
  clones[id] = clones[id] or {};
  if not(clones[id][cloneId]) then
    local data = WeakAuras.GetData(id);
    WeakAuras.SetRegion(data, cloneId);
  end
  return clones[id][cloneId];
end

function WeakAuras.GetRegion(id, cloneId)
  if(cloneId and cloneId ~= "") then
    return EnsureClone(id, cloneId);
  end
  return WeakAuras.regions[id] and WeakAuras.regions[id].region;
end

-- Note, does not create a clone!
function Private.GetRegionByUID(uid, cloneId)
  local id = Private.UIDtoID(uid)
  if(cloneId and cloneId ~= "") then
    return id and clones[id] and clones[id][cloneId];
  end
  return id and WeakAuras.regions[id] and WeakAuras.regions[id].region
end

function Private.CollapseAllClones(id, triggernum)
  if(clones[id]) then
    for i,v in pairs(clones[id]) do
      v:Collapse();
    end
  end
end

function Private.SetAllStatesHidden(id, triggernum)
  local triggerState = WeakAuras.GetTriggerStateForTrigger(id, triggernum);
  local changed = false
  for id, state in pairs(triggerState) do
    changed = changed or state.show
    state.show = false;
    state.changed = true;
  end
  return changed
end

function Private.SetAllStatesHiddenExcept(id, triggernum, list)
  local triggerState = WeakAuras.GetTriggerStateForTrigger(id, triggernum);
  for cloneId, state in  pairs(triggerState) do
    if (not (list[cloneId])) then
      state.show = false;
      state.changed = true;
    end
  end
end

function Private.ReleaseClone(id, cloneId, regionType)
  if (not clones[id]) then
    return;
  end
  local region = clones[id][cloneId];
  clones[id][cloneId] = nil;
  clonePool[regionType][#clonePool[regionType] + 1] = region;
end

function Private.HandleChatAction(message_type, message, message_dest, message_channel, r, g, b, region, customFunc, when, formatters)
  local useHiddenStates = when == "finish"
  if (message:find('%%')) then
    message = Private.ReplacePlaceHolders(message, region, customFunc, useHiddenStates, formatters);
  end
  if(message_type == "PRINT") then
    DEFAULT_CHAT_FRAME:AddMessage(message, r or 1, g or 1, b or 1);
  elseif message_type == "ERROR" then
    UIErrorsFrame:AddMessage(message, r or 1, g or 1, b or 1)
  elseif(message_type == "COMBAT") then
    if(CombatText_AddMessage) then
      CombatText_AddMessage(message, COMBAT_TEXT_SCROLL_FUNCTION, r or 1, g or 1, b or 1);
    end
  elseif(message_type == "WHISPER") then
    if(message_dest) then
      if(message_dest == "target" or message_dest == "'target'" or message_dest == "\"target\"" or message_dest == "%t" or message_dest == "'%t'" or message_dest == "\"%t\"") then
        pcall(function() SendChatMessage(message, "WHISPER", nil, UnitName("target")) end);
      else
        pcall(function() SendChatMessage(message, "WHISPER", nil, message_dest) end);
      end
    end
  elseif(message_type == "SMARTRAID") then
    local isInstanceGroup = IsInGroup(LE_PARTY_CATEGORY_INSTANCE)
    if UnitInBattleground("player") then
      pcall(function() SendChatMessage(message, "INSTANCE_CHAT") end)
    elseif UnitInRaid("player") then
      pcall(function() SendChatMessage(message, "RAID") end)
    elseif UnitInParty("player") then
      if isInstanceGroup then
        pcall(function() SendChatMessage(message, "INSTANCE_CHAT") end)
      else
        pcall(function() SendChatMessage(message, "PARTY") end)
      end
    else
      if IsInInstance() then
        pcall(function() SendChatMessage(message, "SAY") end)
      end
    end
  elseif(message_type == "SAY" or message_type == "YELL") then
    if IsInInstance() then
      pcall(function() SendChatMessage(message, message_type, nil, nil) end)
    end
  else
    pcall(function() SendChatMessage(message, message_type, nil, nil) end);
  end
end

local function actionGlowStop(actions, frame, id)
  if not frame.__WAGlowFrame then return end
  if actions.glow_type == "buttonOverlay" then
    LCG.ButtonGlow_Stop(frame.__WAGlowFrame)
  elseif actions.glow_type == "Pixel" then
    LCG.PixelGlow_Stop(frame.__WAGlowFrame, id)
  elseif actions.glow_type == "ACShine" then
    LCG.AutoCastGlow_Stop(frame.__WAGlowFrame, id)
  end
end

local function actionGlowStart(actions, frame, id)
  if not frame.__WAGlowFrame then
    frame.__WAGlowFrame = CreateFrame("Frame", nil, frame)
    frame.__WAGlowFrame:SetAllPoints(frame)
    frame.__WAGlowFrame:SetSize(frame:GetSize())
  end
  local glow_frame = frame.__WAGlowFrame
  if glow_frame:GetWidth() < 1 or glow_frame:GetHeight() < 1 then
    actionGlowStop(actions, frame)
    return
  end
  local color = actions.use_glow_color and actions.glow_color or nil
  if actions.glow_type == "buttonOverlay" then
    LCG.ButtonGlow_Start(glow_frame, color)
  elseif actions.glow_type == "Pixel" then
    LCG.PixelGlow_Start(
      glow_frame,
      color,
      actions.glow_lines,
      actions.glow_frequency,
      actions.glow_length,
      actions.glow_thickness,
      actions.glow_XOffset,
      actions.glow_YOffset,
      actions.glow_border,
      id
    )
  elseif actions.glow_type == "ACShine" then
    LCG.AutoCastGlow_Start(
      glow_frame,
      color,
      actions.glow_lines,
      actions.glow_frequency,
      actions.glow_scale,
      actions.glow_XOffset,
      actions.glow_YOffset,
      id
    )
  end
end

local glow_frame_monitor
local anchor_unitframe_monitor
Private.dyngroup_unitframe_monitor = {}
do
  local function frame_monitor_callback(event, frame, unit)
    local new_frame
    local update_frame = event == "FRAME_UNIT_UPDATE"

    local dynamicGroupsToUpdate = {}

    if type(glow_frame_monitor) == "table" then
      for region, data in pairs(glow_frame_monitor) do
        if region.state and region.state.unit == unit
        and (data.frame ~= frame) == update_frame
        then
          if not new_frame then
            new_frame = WeakAuras.GetUnitFrame(unit) or WeakAuras.HiddenFrames
          end
          if new_frame and new_frame ~= data.frame then
            local id = region.id .. (region.cloneId or "")
            -- remove previous glow
            actionGlowStop(data.actions, data.frame, id)
            -- apply the glow to new_frame
            data.frame = new_frame
            actionGlowStart(data.actions, data.frame, id)
            -- update hidefunc
            local region = region
            region.active_glows_hidefunc[data.frame] = function()
              actionGlowStop(data.actions, data.frame, id)
              glow_frame_monitor[region] = nil
            end
          end
        end
      end
    end
    if type(anchor_unitframe_monitor) == "table" then
      for region, data in pairs(anchor_unitframe_monitor) do
        if region.state and region.state.unit == unit
        and (data.frame ~= frame) == update_frame
        then
          if not new_frame then
            new_frame = WeakAuras.GetUnitFrame(unit) or WeakAuras.HiddenFrames
          end
          if new_frame and new_frame ~= data.frame then
            Private.AnchorFrame(data.data, region, data.parent)
          end
        end
      end
    end
    for regionData, data_frame in pairs(Private.dyngroup_unitframe_monitor) do
      if regionData.region and regionData.region.state and regionData.region.state.unit == unit
      and (data_frame ~= frame) == update_frame
      then
        if not new_frame then
          new_frame = WeakAuras.GetUnitFrame(unit) or WeakAuras.HiddenFrames
        end
        if new_frame and new_frame ~= data_frame then
          dynamicGroupsToUpdate[regionData.parent] = true
        end
      end
    end

    for frame in pairs(dynamicGroupsToUpdate) do
      frame:DoPositionChildren()
    end

  end

  LGF.RegisterCallback("WeakAuras", "FRAME_UNIT_UPDATE", frame_monitor_callback)
  LGF.RegisterCallback("WeakAuras", "FRAME_UNIT_REMOVED", frame_monitor_callback)
end

function Private.HandleGlowAction(actions, region)
  if actions.glow_action
  and (
    (
      (actions.glow_frame_type == "UNITFRAME" or actions.glow_frame_type == "NAMEPLATE")
      and region.state.unit
    )
    or (actions.glow_frame_type == "FRAMESELECTOR" and actions.glow_frame)
  )
  then
    local glow_frame
    local original_glow_frame
    if actions.glow_frame_type == "FRAMESELECTOR" then
      if actions.glow_frame:sub(1, 10) == "WeakAuras:" then
        local frame_name = actions.glow_frame:sub(11)
        if regions[frame_name] then
          glow_frame = regions[frame_name].region
        end
      else
        glow_frame = Private.GetSanitizedGlobal(actions.glow_frame)
      end
    elseif actions.glow_frame_type == "UNITFRAME" and region.state.unit then
      glow_frame = WeakAuras.GetUnitFrame(region.state.unit)
    elseif actions.glow_frame_type == "NAMEPLATE" and region.state.unit then
      glow_frame = WeakAuras.GetUnitNameplate(region.state.unit)
    end

    if glow_frame then
      local id = region.id .. (region.cloneId or "")
      if actions.glow_action == "show" then
        -- remove previous glow
        if region.active_glows_hidefunc
        and region.active_glows_hidefunc[glow_frame]
        then
          region.active_glows_hidefunc[glow_frame]()
        end
        -- start glow
        actionGlowStart(actions, glow_frame, id)
        -- make unglow function & monitor unitframe changes
        region.active_glows_hidefunc = region.active_glows_hidefunc or {}
        if actions.glow_frame_type == "UNITFRAME" then
          glow_frame_monitor = glow_frame_monitor or {}
          glow_frame_monitor[region] = {
            actions = actions,
            frame = glow_frame
          }
          region.active_glows_hidefunc[glow_frame] = function()
            actionGlowStop(actions, glow_frame, id)
            glow_frame_monitor[region] = nil
          end
        else
          region.active_glows_hidefunc[glow_frame] = function()
            actionGlowStop(actions, glow_frame, id)
          end
        end
      elseif actions.glow_action == "hide"
      and region.active_glows_hidefunc
      and region.active_glows_hidefunc[glow_frame]
      then
        region.active_glows_hidefunc[glow_frame]()
        region.active_glows_hidefunc[glow_frame] = nil
      end
    end
  end
end

function Private.PerformActions(data, when, region)
  if (paused or WeakAuras.IsOptionsOpen()) then
    return;
  end;
  local actions;
  local formatters
  if(when == "start") then
    actions = data.actions.start;
    formatters = region.startFormatters
  elseif(when == "finish") then
    actions = data.actions.finish;
    formatters = region.finishFormatters
  else
    return;
  end

  if(actions.do_message and actions.message_type and actions.message) then
    local customFunc = Private.customActionsFunctions[data.id][when .. "_message"];
    Private.HandleChatAction(actions.message_type, actions.message, actions.message_dest, actions.message_channel, actions.r, actions.g, actions.b, region, customFunc, when, formatters);
  end

  if (actions.stop_sound) then
    if (region.SoundStop) then
      region:SoundStop();
    end
  end

  if(actions.do_sound and actions.sound) then
    if (region.SoundPlay) then
      region:SoundPlay(actions);
    end
  end

  if(actions.do_custom and actions.custom) then
    local func = Private.customActionsFunctions[data.id][when]
    if func then
      Private.ActivateAuraEnvironment(region.id, region.cloneId, region.state, region.states);
      xpcall(func, geterrorhandler());
      Private.ActivateAuraEnvironment(nil);
    end
  end

  -- Apply start glow actions even if squelch_actions is true, but don't apply finish glow actions
  if actions.do_glow then
    Private.HandleGlowAction(actions, region)
  end

  -- remove all glows on finish
  if when == "finish" and actions.hide_all_glows and region.active_glows_hidefunc then
    for _, hideFunc in pairs(region.active_glows_hidefunc) do
      hideFunc()
    end
    wipe(region.active_glows_hidefunc)
  end
  if when == "finish" and type(anchor_unitframe_monitor) == "table" then
    anchor_unitframe_monitor[region] = nil
  end
end

function WeakAuras.GetData(id)
  return id and db.displays[id];
end

local function GetTriggerSystem(data, triggernum)
  local triggerType = data.triggers[triggernum] and data.triggers[triggernum].trigger.type
  return triggerType and triggerTypes[triggerType]
end

local function wrapTriggerSystemFunction(functionName, mode)
  local func;
  func = function(data, triggernum, ...)
    if (not triggernum) then
      return func(data, data.triggers.activeTriggerMode or -1, ...);
    elseif (triggernum < 0) then
      local result;
      if (mode == "or") then
        result = false;
        for i = 1, #data.triggers do
          result = result or func(data, i);
        end
      elseif (mode == "and") then
        result = true;
        for i = 1, #data.triggers do
          result = result and func(data, i);
        end
      elseif (mode == "table") then
        result = {};
        for i = 1, #data.triggers do
          local tmp = func(data, i);
          if (tmp) then
            for k, v in pairs(tmp) do
              result[k] = v;
            end
          end
        end
      elseif (mode == "call") then
        for i = 1, #data.triggers do
          func(data, i, ...);
        end
      elseif (mode == "firstValue") then
        result = nil;
        for i = 1, #data.triggers do
          local tmp = func(data, i);
          if (tmp) then
            result = tmp;
            break;
          end
        end
      elseif (mode == "nameAndIcon") then
        for i = 1, #data.triggers do
          local tmp1, tmp2 = func(data, i);
          if (tmp1) then
            return tmp1, tmp2;
          end
        end
      end
      return result;
    else -- triggernum >= 1
      local triggerSystem = GetTriggerSystem(data, triggernum);
      if (not triggerSystem) then
        return false
      end
      return triggerSystem[functionName](data, triggernum, ...);
    end
  end
  return func;
end

Private.CanHaveDuration = wrapTriggerSystemFunction("CanHaveDuration", "firstValue");
Private.CanHaveClones = wrapTriggerSystemFunction("CanHaveClones", "or");
Private.CanHaveTooltip = wrapTriggerSystemFunction("CanHaveTooltip", "or");
-- This has to be in WeakAuras for now, because GetNameAndIcon can be called from the options
WeakAuras.GetNameAndIcon = wrapTriggerSystemFunction("GetNameAndIcon", "nameAndIcon");
Private.GetTriggerDescription = wrapTriggerSystemFunction("GetTriggerDescription", "call");

local wrappedGetOverlayInfo = wrapTriggerSystemFunction("GetOverlayInfo", "table");

Private.GetAdditionalProperties = function(data, triggernum, ...)
  local additionalProperties = ""
  for i = 1, #data.triggers do
    local triggerSystem = GetTriggerSystem(data, i);
    if (triggerSystem) then
      local add = triggerSystem.GetAdditionalProperties(data, i)
      if (add and add ~= "") then
        if additionalProperties ~= "" then
          additionalProperties = additionalProperties .. "\n"
        end
        additionalProperties = additionalProperties .. add;
      end
    end
  end

  if additionalProperties ~= "" then
    additionalProperties = "\n\n"
                  .. L["Additional Trigger Replacements"] .. "\n"
                  .. additionalProperties .. "\n\n"
                  .. L["The trigger number is optional, and uses the trigger providing dynamic information if not specified."]
  end
  return additionalProperties
end

function Private.GetOverlayInfo(data, triggernum)
  local overlayInfo;
  if (data.controlledChildren) then
    overlayInfo = {};
    for child in Private.TraverseLeafs(data) do
      local tmp = wrappedGetOverlayInfo(child, triggernum);
      if (tmp) then
        for k, v in pairs(tmp) do
          overlayInfo[k] = v;
        end
      end
    end
  else
    overlayInfo = wrappedGetOverlayInfo(data, triggernum);
  end
  return overlayInfo;
end

function Private.GetTriggerConditions(data)
  local conditions = {};
  for i = 1, #data.triggers do
    local triggerSystem = GetTriggerSystem(data, i);
    if (triggerSystem) then
      conditions[i] = triggerSystem.GetTriggerConditions(data, i);
      conditions[i] = conditions[i] or {};
      conditions[i].show = {
        display = L["Active"],
        type = "bool",
        test = function(state, needle)
          return (state and state.id and triggerState[state.id].triggers[i] or false) == (needle == 1);
        end
      }
    end
  end
  return conditions;
end

local function CreateFallbackState(id, triggernum)
  fallbacksStates[id] = fallbacksStates[id] or {};
  fallbacksStates[id][triggernum] = fallbacksStates[id][triggernum] or {};

  local states = fallbacksStates[id][triggernum];
  states[""] = states[""] or {};
  local state = states[""];

  local data = db.displays[id];
  local triggerSystem = GetTriggerSystem(data, triggernum);
  if (triggerSystem) then
    triggerSystem.CreateFallbackState(data, triggernum, state)
    state.trigger = data.triggers[triggernum].trigger
    state.triggernum = triggernum
  else
    state.show = true;
    state.changed = true;
    state.progressType = "timed";
    state.duration = 0;
    state.expirationTime = math.huge;
  end

  state.id = id

  return states;
end

local currentTooltipRegion;
local currentTooltipOwner;
local function UpdateMouseoverTooltip(region)
  if(region == currentTooltipRegion) then
    Private.ShowMouseoverTooltip(currentTooltipRegion, currentTooltipOwner);
  end
end

function Private.ShowMouseoverTooltip(region, owner)
  currentTooltipRegion = region;
  currentTooltipOwner = owner;

  GameTooltip:SetOwner(owner, "ANCHOR_NONE");
  GameTooltip:SetPoint("LEFT", owner, "RIGHT");
  GameTooltip:ClearLines();

  local triggerType;
  if (region.state) then
    triggerType = region.state.trigger.type;
  end

  local triggerSystem = triggerType and triggerTypes[triggerType];
  if (not triggerSystem) then
    GameTooltip:Hide();
    return;
  end

  if (triggerSystem.SetToolTip(region.state.trigger, region.state)) then
    GameTooltip:Show();
  else
    GameTooltip:Hide();
  end
end

function Private.HideTooltip()
  currentTooltipRegion = nil;
  currentTooltipOwner = nil;
  -- If a tooltip was shown for a "restricted" frame, that is e.g. for a aura
  -- anchored to a nameplate, then that frame is no longer clamped to the screen,
  -- because restricted frames can't be clamped. So dance to make the tooltip
  -- unrestricted and then clamp it again.
  GameTooltip:ClearAllPoints()
  GameTooltip:SetPoint("RIGHT", UIParent, "LEFT");
  GameTooltip:SetClampedToScreen(true)

  GameTooltip:Hide()
end

do
  local hiddenTooltip;
  function WeakAuras.GetHiddenTooltip()
    if not(hiddenTooltip) then
      hiddenTooltip = CreateFrame("GameTooltip", "WeakAurasTooltip", nil, "GameTooltipTemplate");
      hiddenTooltip:SetOwner(WorldFrame, "ANCHOR_NONE");
      hiddenTooltip:AddFontStrings(
        hiddenTooltip:CreateFontString("$parentTextLeft1", nil, "GameTooltipText"),
        hiddenTooltip:CreateFontString("$parentTextRight1", nil, "GameTooltipText")
      );
    end
    return hiddenTooltip;
  end
end

function WeakAuras.GetAuraTooltipInfo(unit, index, filter)
  local tooltip = WeakAuras.GetHiddenTooltip();
  tooltip:ClearLines();
  tooltip:SetUnitAura(unit, index, filter);
  local tooltipTextLine = select(5, tooltip:GetRegions())

  local tooltipText = tooltipTextLine and tooltipTextLine:GetObjectType() == "FontString" and tooltipTextLine:GetText() or "";
  local debuffType = "none";
  local found = false;
  local tooltipSize = {};
  if(tooltipText) then
    for t in tooltipText:gmatch("(%d[%d%.,]*)") do
      if (LARGE_NUMBER_SEPERATOR == ",") then
        t = t:gsub(",", "");
      else
        t = t:gsub("%.", "");
        t = t:gsub(",", ".");
      end
      tinsert(tooltipSize, tonumber(t));
    end
  end

  if (#tooltipSize) then
    return tooltipText, debuffType, unpack(tooltipSize);
  else
    return tooltipText, debuffType, 0;
  end
end

local FrameTimes = {};
function WeakAuras.ProfileFrames(all)
  UpdateAddOnCPUUsage();
  for name, frame in pairs(WeakAuras.frames) do
    local FrameTime = GetFrameCPUUsage(frame);
    FrameTimes[name] = FrameTimes[name] or 0;
    if(all or FrameTime > FrameTimes[name]) then
      print("|cFFFF0000"..name.."|r -", FrameTime, "-", FrameTime - FrameTimes[name]);
    end
    FrameTimes[name] = FrameTime;
  end
end

local DisplayTimes = {};
function WeakAuras.ProfileDisplays(all)
  UpdateAddOnCPUUsage();
  for id, regionData in pairs(WeakAuras.regions) do
    local DisplayTime = GetFrameCPUUsage(regionData.region, true);
    DisplayTimes[id] = DisplayTimes[id] or 0;
    if(all or DisplayTime > DisplayTimes[id]) then
      print("|cFFFF0000"..id.."|r -", DisplayTime, "-", DisplayTime - DisplayTimes[id]);
    end
    DisplayTimes[id] = DisplayTime;
  end
end

function Private.ValueFromPath(data, path)
  if not data then
    return nil
  end
  if (#path == 0) then
    return data
  elseif(#path == 1) then
    return data[path[1]];
  else
    local reducedPath = {};
    for i=2,#path do
      reducedPath[i-1] = path[i];
    end
    return Private.ValueFromPath(data[path[1]], reducedPath);
  end
end

function Private.ValueToPath(data, path, value)
  if not data then
    return
  end
  if(#path == 1) then
    data[path[1]] = value;
  else
    local reducedPath = {};
    for i=2,#path do
      reducedPath[i-1] = path[i];
    end
    Private.ValueToPath(data[path[1]], reducedPath, value);
  end
end

Private.frameLevels = {};
local function SetFrameLevel(id, frameLevel)
  if (Private.frameLevels[id] == frameLevel) then
    return;
  end
  if (WeakAuras.regions[id] and WeakAuras.regions[id].region) then
    Private.ApplyFrameLevel(WeakAuras.regions[id].region, frameLevel)
  end
  if (clones[id]) then
    for i,v in pairs(clones[id]) do
      Private.ApplyFrameLevel(v, frameLevel)
    end
  end
  Private.frameLevels[id] = frameLevel;
end

function Private.FixGroupChildrenOrderForGroup(data)
  local frameLevel = 1;
  if data.parent == nil then
    for child in Private.TraverseAll(data) do
      SetFrameLevel(child.id, frameLevel);
      frameLevel = frameLevel + 4;
    end
  end
end

local function GetFrameLevelFor(id)
  return Private.frameLevels[id] or 5;
end

function Private.ApplyFrameLevel(region, frameLevel)
  frameLevel = frameLevel or GetFrameLevelFor(region.id)
  region:SetFrameLevel(frameLevel)
  if region.subRegions then
    for index, subRegion in pairs(region.subRegions) do
      subRegion:SetFrameLevel(frameLevel + index + 1)
    end
  end
end

function WeakAuras.EnsureString(input)
  if (input == nil) then
    return "";
  end
  return tostring(input);
end

-- Handle coroutines
local dynFrame = {};
do
  -- Internal data
  dynFrame.frame = CreateFrame("frame");
  dynFrame.update = {};
  dynFrame.size = 0;

  -- Add an action to be resumed via OnUpdate
  function dynFrame.AddAction(self, name, func)
    if not name then
      name = string.format("NIL", dynFrame.size+1);
    end

    if not dynFrame.update[name] then
      dynFrame.update[name] = func;
      dynFrame.size = dynFrame.size + 1
      dynFrame.frame:Show();
    end
  end

  -- Remove an action from OnUpdate
  function dynFrame.RemoveAction(self, name)
    if dynFrame.update[name] then
      dynFrame.update[name] = nil;
      dynFrame.size = dynFrame.size - 1
      if dynFrame.size == 0 then
        dynFrame.frame:Hide();
      end
    end
  end

  -- Setup frame
  dynFrame.frame:Hide();
  dynFrame.frame:SetScript("OnUpdate", function(self, elapsed)
    -- Start timing
    local start = debugprofilestop();
    local hasData = true;

    -- Resume as often as possible (Limit to 16ms per frame -> 60 FPS)
    while (debugprofilestop() - start < 16 and hasData) do
      -- Stop loop without data
      hasData = false;

      -- Resume all coroutines
      for name, func in pairs(dynFrame.update) do
        -- Loop has data
        hasData = true;

        -- Resume or remove
        if coroutine.status(func) ~= "dead" then
          local ok, msg = coroutine.resume(func)
          if not ok then
            geterrorhandler()(msg .. '\n' .. debugstack(func))
          end
        else
          dynFrame:RemoveAction(name);
        end
      end
    end
  end);
end

Private.dynFrame = dynFrame;

function WeakAuras.RegisterTriggerSystem(types, triggerSystem)
  for _, v in ipairs(types) do
    triggerTypes[v] = triggerSystem;
  end
  tinsert(triggerSystems, triggerSystem);
end

function WeakAuras.RegisterTriggerSystemOptions(types, func)
  for _, v in ipairs(types) do
    Private.triggerTypesOptions[v] = func;
  end
end

function WeakAuras.GetTriggerStateForTrigger(id, triggernum)
  if (triggernum == -1) then
    return Private.GetGlobalConditionState();
  end
  triggerState[id][triggernum] = triggerState[id][triggernum] or {}
  return triggerState[id][triggernum];
end

function WeakAuras.GetActiveStates(id)
  return triggerState[id].activeStates
end

function WeakAuras.GetActiveTriggers(id)
  return triggerState[id].triggers
end

do
  local visibleFakeStates = {}
  local UpdateFakeTimesHandle

  local function UpdateFakeTimers()
    Private.PauseAllDynamicGroups()
    local t = GetTime()
    for id, triggers in pairs(triggerState) do
      local changed = false
      for triggernum, triggerData in ipairs(triggers) do
        for id, state in pairs(triggerData) do
          if state.progressType == "timed" and state.expirationTime and state.expirationTime < t and state.duration and state.duration > 0 then
            state.expirationTime = state.expirationTime + state.duration
            state.changed = true
            changed = true
          end
        end
      end
      if changed then
        Private.UpdatedTriggerState(id)
      end
    end
    Private.ResumeAllDynamicGroups()
  end

  function Private.SetFakeStates()
    if UpdateFakeTimesHandle then
      return
    end

    for id, states in pairs(triggerState) do
      local changed
      for triggernum in ipairs(states) do
        changed = Private.SetAllStatesHidden(id, triggernum) or changed
      end
      if changed then
        Private.UpdatedTriggerState(id)
      end
    end
    UpdateFakeTimesHandle = timer:ScheduleRepeatingTimer(UpdateFakeTimers, 1)
  end

  function Private.ClearFakeStates()
    timer:CancelTimer(UpdateFakeTimesHandle)
    for id in pairs(triggerState) do
      Private.FakeStatesFor(id, false)
    end
  end

  function Private.FakeStatesFor(id, visible)
    if visibleFakeStates[id] == visible then
      return visibleFakeStates[id]
    end
    if visible then
      visibleFakeStates[id] = true
      Private.UpdateFakeStatesFor(id)
    else
      visibleFakeStates[id] = false
      if triggerState[id] then
        local changed = false
        for triggernum, state in ipairs(triggerState[id]) do
          changed = Private.SetAllStatesHidden(id, triggernum) or changed
        end
        if changed then
          Private.UpdatedTriggerState(id)
        end
      end
    end
    return not visibleFakeStates[id]
  end

  function Private.UpdateFakeStatesFor(id)
    if (WeakAuras.IsOptionsOpen() and visibleFakeStates[id]) then
      local data = WeakAuras.GetData(id)
      if (data) then
        for triggernum, trigger in ipairs(data.triggers) do
          Private.SetAllStatesHidden(id, triggernum)
          local triggerSystem = GetTriggerSystem(data, triggernum)
          if triggerSystem and triggerSystem.CreateFakeStates then
            triggerSystem.CreateFakeStates(id, triggernum)
          end
        end
        Private.UpdatedTriggerState(id)
        if WeakAuras.GetMoverSizerId() == id then
          WeakAuras.SetMoverSizer(id)
        end
      end
    end
  end
end

local function startStopTimers(id, cloneId, triggernum, state)
  if (state.show) then
    if (state.autoHide and state.duration and state.duration > 0 and not state.paused) then -- autohide, update timer
      timers[id] = timers[id] or {};
      timers[id][triggernum] = timers[id][triggernum] or {};
      timers[id][triggernum][cloneId] = timers[id][triggernum][cloneId] or {};
      local record = timers[id][triggernum][cloneId];
      if (state.expirationTime == nil) then
        state.expirationTime = GetTime() + state.duration;
      end
      if (record.expirationTime ~= state.expirationTime or record.state ~= state) then
        if (record.handle ~= nil) then
          timer:CancelTimer(record.handle);
        end

        record.handle = timer:ScheduleTimerFixed(
          function()
            if (state.show ~= false and state.show ~= nil) then
              state.show = false;
              state.changed = true;
              Private.UpdatedTriggerState(id);
            end
          end,
          state.expirationTime - GetTime());
        record.expirationTime = state.expirationTime;
        record.state = state
      end
    else -- no auto hide, delete timer
      if (timers[id] and timers[id][triggernum] and timers[id][triggernum][cloneId]) then
        local record = timers[id][triggernum][cloneId];
        if (record.handle) then
          timer:CancelTimer(record.handle);
        end
        record.handle = nil;
        record.expirationTime = nil;
        record.state = nil
      end
    end
  else -- not shown
    if(timers[id] and timers[id][triggernum] and timers[id][triggernum][cloneId]) then
      local record = timers[id][triggernum][cloneId];
      if (record.handle) then
        timer:CancelTimer(record.handle);
      end
      record.handle = nil;
      record.expirationTime = nil;
      record.state = nil
    end
  end
end

local function ApplyStateToRegion(id, cloneId, region, parent)
  region:Update();

  region.subRegionEvents:Notify("Update", region.state, region.states)

  UpdateMouseoverTooltip(region);
  region:Expand();
  if parent and parent.ActivateChild then
    parent:ActivateChild(id, cloneId)
  end
end

-- Fallbacks if the states are empty
local emptyState = {};
emptyState[""] = {};

local function applyToTriggerStateTriggers(stateShown, id, triggernum)
  if (stateShown and not triggerState[id].triggers[triggernum]) then
    triggerState[id].triggers[triggernum] = true;
    triggerState[id].triggerCount = triggerState[id].triggerCount + 1;

    return true;
  elseif (not stateShown and triggerState[id].triggers[triggernum]) then
    triggerState[id].triggers[triggernum] = false;
    triggerState[id].triggerCount = triggerState[id].triggerCount - 1;

    return true;
  end

  return false;
end

local function evaluateTriggerStateTriggers(id)
  local result = false;
  Private.ActivateAuraEnvironment(id);

  if WeakAuras.IsOptionsOpen() then
    -- While the options are open ignore the combination function
    return triggerState[id].triggerCount > 0
  end

  if (triggerState[id].disjunctive == "any" and triggerState[id].triggerCount > 0) then
    result = true;
  elseif(triggerState[id].disjunctive == "all" and triggerState[id].triggerCount == triggerState[id].numTriggers) then
    result = true;
  else
    if (triggerState[id].disjunctive == "custom" and triggerState[id].triggerLogicFunc) then
      local ok, returnValue = xpcall(triggerState[id].triggerLogicFunc, geterrorhandler(), triggerState[id].triggers);
      result = ok and returnValue;
    end
  end

  Private.ActivateAuraEnvironment(nil);

  return result;
end

local function ApplyStatesToRegions(id, activeTrigger, states)
  -- Show new clones
  local data = WeakAuras.GetData(id)
  local parent
  if data and data.parent then
    parent = WeakAuras.GetRegion(data.parent)
  end
  if parent and parent.Suspend then
    parent:Suspend()
  end
  for cloneId, state in pairs(states) do
    if (state.show) then
      local region = WeakAuras.GetRegion(id, cloneId);
      local applyChanges = not region.toShow or state.changed or region.state ~= state
      region.state = state
      region.states = region.states or {}
      local needsTimerTick = false
      for triggernum = -1, triggerState[id].numTriggers do
        local triggerState
        if triggernum == activeTrigger then
          triggerState = state
        else
          local triggerStates = WeakAuras.GetTriggerStateForTrigger(id, triggernum)
          triggerState = triggerStates[cloneId] or triggerStates[""] or {}
        end
        applyChanges = applyChanges or region.states[triggernum] ~= triggerState or (triggerState and triggerState.changed)
        region.states[triggernum] = triggerState
        needsTimerTick = needsTimerTick or (triggerState and triggerState.show and triggerState.progressType == "timed")
      end

      region:SetTriggerProvidesTimer(needsTimerTick)

      if (applyChanges) then
        ApplyStateToRegion(id, cloneId, region, parent);
        Private.RunConditions(region, data.uid, not state.show)
      end
    end
  end
  if parent and parent.Resume then
    parent:Resume()
  end
end

function Private.UpdatedTriggerState(id)
  if (not triggerState[id]) then
    return;
  end

  local changed = false;
  for triggernum = 1, triggerState[id].numTriggers do
    triggerState[id][triggernum] = triggerState[id][triggernum] or {};

    local anyStateShown = false;

    for cloneId, state in pairs(triggerState[id][triggernum]) do
      state.trigger = db.displays[id].triggers[triggernum] and db.displays[id].triggers[triggernum].trigger;
      state.triggernum = triggernum;
      state.id = id;

      if (state.changed) then
        startStopTimers(id, cloneId, triggernum, state);
      end
      anyStateShown = anyStateShown or state.show;
    end
    -- Update triggerState.triggers
    changed = applyToTriggerStateTriggers(anyStateShown, id, triggernum) or changed;
  end

  -- Figure out whether we should be shown or not
  local show = triggerState[id].show;

  if (changed or show == nil) then
    show = evaluateTriggerStateTriggers(id);
  end

  -- Figure out which subtrigger is active, and if it changed
  local newActiveTrigger = triggerState[id].activeTriggerMode;
  if (newActiveTrigger == Private.trigger_modes.first_active) then
    -- Mode is first active trigger, so find a active trigger
    for i = 1, triggerState[id].numTriggers do
      if (triggerState[id].triggers[i]) then
        newActiveTrigger = i;
        break;
      end
    end
  end

  local oldShow = triggerState[id].show;
  triggerState[id].activeTrigger = newActiveTrigger;
  triggerState[id].show = show;
  triggerState[id].fallbackStates = nil

  local activeTriggerState = WeakAuras.GetTriggerStateForTrigger(id, newActiveTrigger);
  if (not next(activeTriggerState)) then
    if (show) then
      activeTriggerState = CreateFallbackState(id, newActiveTrigger)
    else
      activeTriggerState = emptyState;
    end
  elseif (show) then
    local needsFallback = true;
    for cloneId, state in pairs(activeTriggerState) do
      if (state.show) then
        needsFallback = false;
        break;
      end
    end
    if (needsFallback) then
      activeTriggerState = CreateFallbackState(id, newActiveTrigger)
    end
  end
  triggerState[id].activeStates = activeTriggerState

  local region;
  -- Now apply
  if (show and not oldShow) then -- Hide => Show
    ApplyStatesToRegions(id, newActiveTrigger, activeTriggerState);
  elseif (not show and oldShow) then -- Show => Hide
    for cloneId, clone in pairs(clones[id]) do
      clone:Collapse()
    end
    WeakAuras.regions[id].region:Collapse()
  elseif (show and oldShow) then -- Already shown, update regions
    -- Hide old clones
    for cloneId, clone in pairs(clones[id]) do
      if (not activeTriggerState[cloneId] or not activeTriggerState[cloneId].show) then
        clone:Collapse()
      end
    end
    if (not activeTriggerState[""] or not activeTriggerState[""].show) then
      WeakAuras.regions[id].region:Collapse()
    end
    -- Show new states
    ApplyStatesToRegions(id, newActiveTrigger, activeTriggerState);
  end

  for triggernum = 1, triggerState[id].numTriggers do
    triggerState[id][triggernum] = triggerState[id][triggernum] or {};
    for cloneId, state in pairs(triggerState[id][triggernum]) do
      if (not state.show) then
        triggerState[id][triggernum][cloneId] = nil;
      end
      state.changed = false;
    end
  end
end

function Private.RunCustomTextFunc(region, customFunc)

  if not customFunc then
    return nil
  end

  local state = region.state

  Private.ActivateAuraEnvironment(region.id, region.cloneId, region.state, region.states);

  local progress = Private.dynamic_texts.p.func(Private.dynamic_texts.p.get(state), state, 1)
  local dur = Private.dynamic_texts.t.func(Private.dynamic_texts.t.get(state), state, 1)
  local name = Private.dynamic_texts.n.func(Private.dynamic_texts.n.get(state))
  local icon = Private.dynamic_texts.i.func(Private.dynamic_texts.i.get(state))
  local stacks = Private.dynamic_texts.s.func(Private.dynamic_texts.s.get(state))
  local expirationTime
  local duration

  if state then
    if state.progressType == "timed" then
      expirationTime = state.expirationTime
      duration = state.duration
    else
      expirationTime = state.total
      duration = state.value
    end
  end

  local custom = {select(2, xpcall(customFunc, geterrorhandler(), expirationTime or math.huge, duration or 0, progress, dur, name, icon, stacks))}
  Private.ActivateAuraEnvironment(nil)

  return custom
end

local function ReplaceValuePlaceHolders(textStr, region, customFunc, state, formatter)
  local regionValues = region.values;
  local value;
  if string.sub(textStr, 1, 1) == "c" then
    local custom
    if customFunc then
      custom = Private.RunCustomTextFunc(region, customFunc)
    else
      custom = region.values.custom
    end

    local index = tonumber(textStr:match("^c(%d+)$") or 1)
    if custom then
      value = WeakAuras.EnsureString(custom[index])
    end
  else
    local variable = Private.dynamic_texts[textStr];
    if (not variable) then
      return nil;
    end
    value = variable.get(state)
    if formatter then
      value = formatter(value, state)
    elseif variable.func then
      value = variable.func(value)
    end
  end

  return value or "";
end

-- States:
-- 0 Normal state, text is just appended to result. Can transition to percent start state 1 via %
-- 1 Percent start state, entered via %. Can transition to via { to braced, via % to normal, AZaz09 to percent rest state
-- 2 Percent rest state, stay in it via AZaz09, transition to normal on anything else
-- 3 Braced state, } transitions to normal, everything else stay in braced state
local function nextState(char, state)
  if state == 0 then -- Normal State
    if char == 37 then -- % sign
      return 1 -- Enter Percent state
    end
    return 0
  elseif state == 1 then -- Percent Start State
    if char == 37 then -- % sign
      return 0 -- Return to normal state
    elseif char == 123 then -- { sign
      return 3 -- Enter Braced state
    elseif (char >= 48 and char <= 57) or (char >= 65 and char <= 90) or (char >= 97 and char <= 122) or char == 46 then
        -- 0-9a-zA-Z or dot character
      return 2 -- Enter Percent rest state
    end
    return 0 -- % followed by non alpha-numeric. Back to normal state
  elseif state == 2 then
    if (char >= 48 and char <= 57) or (char >= 65 and char <= 90) or (char >= 97 and char <= 122) or char == 46 then
      return 2 -- Continue in same state
    end
    if char == 37 then
      return 1 -- End of %, but also start of new %
    end
    return 0 -- Back to normal
  elseif state == 3 then
    if char == 125 then -- } closing brace
      return 0 -- Back to normal
    end
    return 3
  end
  -- Shouldn't happen
  return state
end

local function ContainsPlaceHolders(textStr, symbolFunc)
  if not textStr then
    return false
  end

  local endPos = textStr:len();
  local state = 0
  local currentPos = 1
  local start = 1
  while currentPos <= endPos do
    local char = string.byte(textStr, currentPos);
    local nextState = nextState(char, state)

    if state == 1 then -- Last char was a %
      if char == 123 then
        start = currentPos + 1
      else
        start = currentPos
      end
    elseif state == 2 or state == 3 then
      if nextState == 0 or nextState == 1 then
        local symbol = string.sub(textStr, start, currentPos - 1)
        if symbolFunc(symbol) then
          return true
        end
      end
    end

    state = nextState
    currentPos = currentPos + 1
  end

  if state == 2 then
    local symbol = string.sub(textStr, start, currentPos - 1)
    if symbolFunc(symbol) then
      return true
    end
  end

  return false
end

function Private.ContainsCustomPlaceHolder(textStr)
  return ContainsPlaceHolders(textStr, function(symbol)
    return string.match(symbol, "^c%d*$")
  end)
end

function Private.ContainsPlaceHolders(textStr, toCheck)
  return ContainsPlaceHolders(textStr, function(symbol)
    if symbol:len() == 1 and toCheck:find(symbol, 1, true) then
     return true
    end

   local _, last = symbol:find("^%d+%.")
   if not last then
     return false
   end

   symbol = symbol:sub(last + 1)
   if symbol:len() == 1 and toCheck:find(symbol, 1, true) then
     return true
   end
  end)
end

function Private.ContainsAnyPlaceHolders(textStr)
  return ContainsPlaceHolders(textStr, function(symbol) return true end)
end

local function ValueForSymbol(symbol, region, customFunc, regionState, regionStates, useHiddenStates, formatters)
  local triggerNum, sym = string.match(symbol, "(.+)%.(.+)")
  triggerNum = triggerNum and tonumber(triggerNum)
  if triggerNum and sym then
    if regionStates[triggerNum] then
      if (useHiddenStates or regionStates[triggerNum].show) then
        if regionStates[triggerNum][sym] then
          local value = regionStates[triggerNum][sym]
          if formatters[symbol] then
            return tostring(formatters[symbol](value, regionStates[triggerNum])) or ""
          else
            return tostring(value) or ""
          end
        else
          local value = ReplaceValuePlaceHolders(sym, region, customFunc, regionStates[triggerNum], formatters[symbol]);
          return value or ""
        end
      end
    end
    return ""
  elseif regionState[symbol] then
    if(useHiddenStates or regionState.show) then
      local value = regionState[symbol]
      if formatters[symbol] then
        return tostring(formatters[symbol](value, regionState) or "") or ""
      else
        return tostring(value) or ""
      end
    end
  else
    local value = (useHiddenStates or regionState.show) and ReplaceValuePlaceHolders(symbol, region, customFunc, regionState, formatters[symbol]);
    return value or ""
  end
end

function Private.ReplacePlaceHolders(textStr, region, customFunc, useHiddenStates, formatters)
  local regionValues = region.values;
  local regionState = region.state or {};
  local regionStates = region.states or {};
  if (not regionState and not regionValues) then
    return;
  end
  local endPos = textStr:len();
  if (endPos < 2) then
    textStr = textStr:gsub("\\n", "\n");
    return textStr;
  end

  if (endPos == 2) then
    if string.byte(textStr, 1) == 37 then
      local symbol = string.sub(textStr, 2)
      local value = (regionState.show or useHiddenStates) and ReplaceValuePlaceHolders(symbol, region, customFunc, regionState, formatters[symbol]);
      if (value) then
        textStr = tostring(value);
      end
    end
    textStr = textStr:gsub("\\n", "\n");
    return textStr;
  end

  local result = ""
  local currentPos = 1 -- Position of the "cursor"
  local state = 0
  local start = 1 -- Start of whatever "word" we are currently considering, doesn't include % or {} symbols

  while currentPos <= endPos do
    local char = string.byte(textStr, currentPos);
    if state == 0 then -- Normal State
      if char == 37 then -- % sign
        if currentPos > start then
          result = result .. string.sub(textStr, start, currentPos - 1)
        end
      end
    elseif state == 1 then -- Percent Start State
      if char == 123 then
        start = currentPos + 1
      else
        start = currentPos
      end
    elseif state == 2 then -- Percent Rest State
      if (char >= 48 and char <= 57) or (char >= 65 and char <= 90) or (char >= 97 and char <= 122) or char == 46 then
        -- 0-9a-zA-Z or dot character
      else -- End of variable
        local symbol = string.sub(textStr, start, currentPos - 1)
        result = result .. ValueForSymbol(symbol, region, customFunc, regionState, regionStates, useHiddenStates, formatters)

        if char == 37 then
          -- Do nothing
        else
          start = currentPos
        end
      end
    elseif state == 3 then
      if char == 125 then -- } closing brace
        local symbol = string.sub(textStr, start, currentPos - 1)
        result = result .. ValueForSymbol(symbol, region, customFunc, regionState, regionStates, useHiddenStates, formatters)
        start = currentPos + 1
      end
    end
    state = nextState(char, state)
    currentPos = currentPos + 1
  end

  if state == 0 and currentPos > start then
    result = result .. string.sub(textStr, start, currentPos - 1)
  elseif state == 2 and currentPos > start then
    local symbol = string.sub(textStr, start, currentPos - 1)
    result = result .. ValueForSymbol(symbol, region, customFunc, regionState, regionStates, useHiddenStates, formatters)
  elseif state == 1 then
    result = result .. "%"
  end

  textStr = result:gsub("\\n", "\n");
  return textStr;
end

function Private.ParseTextStr(textStr, symbolCallback)
  if not textStr then
    return
  end
  local endPos = textStr:len();
  local currentPos = 1 -- Position of the "cursor"
  local state = 0
  local start = 1 -- Start of whatever "word" we are currently considering, doesn't include % or {} symbols

  while currentPos <= endPos do
    local char = string.byte(textStr, currentPos);
    if state == 0 then -- Normal State
    elseif state == 1 then -- Percent Start State
      if char == 123 then
        start = currentPos + 1
      else
        start = currentPos
      end
    elseif state == 2 then -- Percent Rest State
      if (char >= 48 and char <= 57) or (char >= 65 and char <= 90) or (char >= 97 and char <= 122) or char == 46 then
        -- 0-9a-zA-Z or dot character
      else -- End of variable
        local symbol = string.sub(textStr, start, currentPos - 1)
        symbolCallback(symbol)
        if char == 37 then
          -- Do nothing
        else
          start = currentPos
        end
      end
    elseif state == 3 then
      if char == 125 then -- } closing brace
        local symbol = string.sub(textStr, start, currentPos - 1)
        symbolCallback(symbol)
        start = currentPos + 1
      end
    end
    state = nextState(char, state)
    currentPos = currentPos + 1
  end

  if state == 2 and currentPos > start then
    local symbol = string.sub(textStr, start, currentPos - 1)
    symbolCallback(symbol)
  end
end

function Private.CreateFormatters(input, getter)
  local seenSymbols = {}
  local formatters = {}
  Private.ParseTextStr(input, function(symbol)
    if not seenSymbols[symbol] then
      local triggerNum, sym = string.match(symbol, "(.+)%.(.+)")
      sym = sym or symbol
      if sym == "c" or sym == "i" then
        -- Do nothing
      else
        local default = (sym == "p" or sym == "t") and "timed" or "none"
        local selectedFormat = getter(symbol ..  "_format", default)
        if (Private.format_types[selectedFormat]) then
          formatters[symbol] = Private.format_types[selectedFormat].CreateFormatter(symbol, getter)
        end
      end
    end
    seenSymbols[symbol] = true
  end)

  return formatters
end

function Private.IsAuraActive(uid)
  local id = Private.UIDtoID(uid)
  local active = triggerState[id];

  return active and active.show;
end

function WeakAuras.IsAuraActive(id)
  local active = triggerState[id]

  return active and active.show
end

function Private.ActiveTrigger(uid)
  local id = Private.UIDtoID(uid)

  return triggerState[id] and triggerState[id].activeTrigger
end

-- Attach to Cursor/Frames code
-- Very simple function to convert a hsv angle to a color with
-- value hardcoded to 1 and saturation hardcoded to 0.75
local function colorWheel(angle)
  local hh = angle / 60;
  local i = floor(hh);
  local ff = hh - i;
  local p = 0;
  local q = 0.75 * (1.0 - ff);
  local t = 0.75 * ff;
  if (i == 0) then
    return 0.75, t, p;
  elseif (i == 1) then
    return q, 0.75, p;
  elseif (i == 2) then
    return p, 0.75, t;
  elseif (i == 3) then
    return p, q, 0.75;
  elseif (i == 4) then
    return t, p, 0.75;
  else
    return 0.75, p, q;
  end
end

local function xPositionNextToOptions()
  local xOffset;
  local optionsFrame = WeakAuras.OptionsFrame();
  local centerX = (optionsFrame:GetLeft() + optionsFrame:GetRight()) / 2;
  if (centerX > GetScreenWidth() / 2) then
    if (optionsFrame:GetLeft() > 400) then
      xOffset = optionsFrame:GetLeft() - 200;
    else
      xOffset = optionsFrame:GetLeft() / 2;
    end
  else
    if (GetScreenWidth() - optionsFrame:GetRight() > 400 ) then
      xOffset = optionsFrame:GetRight() + 200;
    else
      xOffset = (GetScreenWidth() + optionsFrame:GetRight()) / 2;
    end
  end

  return xOffset;
end

local mouseFrame;
local function ensureMouseFrame()
  if (mouseFrame) then
    return;
  end
  mouseFrame = CreateFrame("FRAME", "WeakAurasAttachToMouseFrame", UIParent);
  mouseFrame.attachedVisibleFrames = {};
  mouseFrame:SetWidth(1);
  mouseFrame:SetHeight(1);

  local moverFrame = CreateFrame("FRAME", "WeakAurasMousePointerFrame", mouseFrame);
  mouseFrame.moverFrame = moverFrame;
  moverFrame:SetPoint("TOPLEFT", mouseFrame, "CENTER");
  moverFrame:SetWidth(32);
  moverFrame:SetHeight(32);
  moverFrame:SetFrameStrata("FULLSCREEN"); -- above settings dialog

  moverFrame:EnableMouse(true)
  moverFrame:SetScript("OnMouseDown", function()
    mouseFrame:SetMovable(true);
    mouseFrame:StartMoving()
  end);
  moverFrame:SetScript("OnMouseUp", function()
    mouseFrame:StopMovingOrSizing();
    mouseFrame:SetMovable(false);
    local xOffset = mouseFrame:GetRight() - GetScreenWidth();
    local yOffset = mouseFrame:GetTop() - GetScreenHeight();
    db.mousePointerFrame = db.mousePointerFrame or {};
    db.mousePointerFrame.xOffset = xOffset;
    db.mousePointerFrame.yOffset = yOffset;
  end);
  moverFrame.colorWheelAnimation = function()
    local angle = ((GetTime() - moverFrame.startTime) % 5) / 5 * 360;
    moverFrame.texture:SetVertexColor(colorWheel(angle));
  end;
  local texture = moverFrame:CreateTexture(nil, "BACKGROUND");
  moverFrame.texture = texture;
  texture:SetAllPoints(moverFrame);
  texture:SetTexture("Interface\\Cursor\\Point");

  local label = moverFrame:CreateFontString(nil, "BACKGROUND", "GameFontHighlightSmall")
  label:SetJustifyH("LEFT")
  label:SetJustifyV("TOP")
  label:SetPoint("TOPLEFT", moverFrame, "BOTTOMLEFT");
  label:SetText("WeakAuras Anchor");

  moverFrame:Hide();

  mouseFrame.OptionsOpened = function()
    if (db.mousePointerFrame) then
      -- Restore from settings
      mouseFrame:ClearAllPoints();
      mouseFrame:SetPoint("TOPRIGHT", UIParent, "TOPRIGHT", db.mousePointerFrame.xOffset, db.mousePointerFrame.yOffset);
    else
      -- Fnd a suitable position
      local optionsFrame = WeakAuras.OptionsFrame();
      local yOffset = (optionsFrame:GetTop() + optionsFrame:GetBottom()) / 2;
      local xOffset = xPositionNextToOptions();
      -- We use the top right, because the main frame uses the top right as the reference too
      mouseFrame:ClearAllPoints();
      mouseFrame:SetPoint("TOPRIGHT", UIParent, "TOPRIGHT", xOffset - GetScreenWidth(), yOffset - GetScreenHeight());
    end
    -- Change the color of the mouse cursor
    moverFrame.startTime = GetTime();
    moverFrame:SetScript("OnUpdate", moverFrame.colorWheelAnimation);
    mouseFrame:SetScript("OnUpdate", nil);
  end

  mouseFrame.moveWithMouse = function()
    local scale = 1 / UIParent:GetEffectiveScale();
    local x, y =  GetCursorPosition();
    mouseFrame:SetPoint("CENTER", UIParent, "BOTTOMLEFT", x * scale, y * scale);
  end

  mouseFrame.OptionsClosed = function()
    moverFrame:Hide();
    mouseFrame:ClearAllPoints();
    mouseFrame:SetScript("OnUpdate", mouseFrame.moveWithMouse);
    moverFrame:SetScript("OnUpdate", nil);
    wipe(mouseFrame.attachedVisibleFrames);
  end

  mouseFrame.expand = function(self, id)
    local data = WeakAuras.GetData(id);
    if (data.anchorFrameType == "MOUSE") then
      self.attachedVisibleFrames[id] = true;
      self:updateVisible();
    end
  end

  mouseFrame.collapse = function(self, id)
    self.attachedVisibleFrames[id] = nil;
    self:updateVisible();
  end

  mouseFrame.rename = function(self, oldid, newid)
    self.attachedVisibleFrames[newid] = self.attachedVisibleFrames[oldid];
    self.attachedVisibleFrames[oldid] = nil;
    self:updateVisible();
  end

  mouseFrame.delete = function(self, id)
    self.attachedVisibleFrames[id] = nil;
    self:updateVisible();
  end

  mouseFrame.anchorFrame = function(self, id, anchorFrameType)
    if (anchorFrameType == "MOUSE") then
      self.attachedVisibleFrames[id] = true;
    else
      self.attachedVisibleFrames[id] = nil;
    end
    self:updateVisible();
  end

  mouseFrame.updateVisible = function(self)
    if (not WeakAuras.IsOptionsOpen()) then
      return;
    end

    if (next(self.attachedVisibleFrames)) then
      mouseFrame.moverFrame:Show();
    else
      mouseFrame.moverFrame:Hide();
    end
  end

  if (WeakAuras.IsOptionsOpen()) then
    mouseFrame:OptionsOpened();
  else
    mouseFrame:OptionsClosed();
  end

  Private.mouseFrame = mouseFrame;
end

local personalRessourceDisplayFrame;
function Private.ensurePRDFrame()
  if (personalRessourceDisplayFrame) then
    return;
  end
  personalRessourceDisplayFrame = CreateFrame("FRAME", "WeakAurasAttachToPRD", UIParent);
  personalRessourceDisplayFrame:Hide();
  personalRessourceDisplayFrame.attachedVisibleFrames = {};
  Private.personalRessourceDisplayFrame = personalRessourceDisplayFrame;

  local moverFrame = CreateFrame("FRAME", "WeakAurasPRDMoverFrame", personalRessourceDisplayFrame);
  personalRessourceDisplayFrame.moverFrame = moverFrame;
  moverFrame:SetPoint("TOPLEFT", personalRessourceDisplayFrame, "TOPLEFT", -2, 2);
  moverFrame:SetPoint("BOTTOMRIGHT", personalRessourceDisplayFrame, "BOTTOMRIGHT", 2, -2);
  moverFrame:SetFrameStrata("FULLSCREEN"); -- above settings dialog

  moverFrame:EnableMouse(true)
  moverFrame:SetScript("OnMouseDown", function()
    personalRessourceDisplayFrame:SetMovable(true);
    personalRessourceDisplayFrame:StartMoving()
  end);
  moverFrame:SetScript("OnMouseUp", function()
    personalRessourceDisplayFrame:StopMovingOrSizing();
    personalRessourceDisplayFrame:SetMovable(false);
    local xOffset = personalRessourceDisplayFrame:GetRight();
    local yOffset = personalRessourceDisplayFrame:GetTop();

    db.personalRessourceDisplayFrame = db.personalRessourceDisplayFrame or {};
    local scale = UIParent:GetEffectiveScale() / personalRessourceDisplayFrame:GetEffectiveScale();
    db.personalRessourceDisplayFrame.xOffset = xOffset / scale - GetScreenWidth();
    db.personalRessourceDisplayFrame.yOffset = yOffset / scale - GetScreenHeight();
  end);
  moverFrame:Hide();

  local texture = moverFrame:CreateTexture(nil, "BACKGROUND");
  personalRessourceDisplayFrame.texture = texture;
  texture:SetAllPoints(moverFrame);
  texture:SetTexture("Interface\\AddOns\\WeakAuras\\Media\\Textures\\PRDFrame");

  local label = moverFrame:CreateFontString(nil, "BACKGROUND", "GameFontHighlight")
  label:SetPoint("CENTER", moverFrame, "CENTER");
  label:SetText("WeakAuras Anchor");

  personalRessourceDisplayFrame:RegisterEvent('NAME_PLATE_UNIT_ADDED');
  personalRessourceDisplayFrame:RegisterEvent('NAME_PLATE_UNIT_REMOVED');

  personalRessourceDisplayFrame.Attach = function(self, frame, frameTL, frameBR)
    self:SetParent(frame);
    self:ClearAllPoints();
    self:SetPoint("TOPLEFT", frameTL, "TOPLEFT");
    self:SetPoint("BOTTOMRIGHT", frameBR, "BOTTOMRIGHT");
    self:Show()
  end

  personalRessourceDisplayFrame.Detach = function(self, frame)
    self:ClearAllPoints();
    self:Hide()
    self:SetParent(UIParent)
  end

  personalRessourceDisplayFrame.OptionsOpened = function()
    personalRessourceDisplayFrame:Detach();
    personalRessourceDisplayFrame:SetScript("OnEvent", nil);
    personalRessourceDisplayFrame:ClearAllPoints();
    personalRessourceDisplayFrame:Show()
    local xOffset, yOffset;
    if (db.personalRessourceDisplayFrame) then
      xOffset = db.personalRessourceDisplayFrame.xOffset;
      yOffset = db.personalRessourceDisplayFrame.yOffset;
    end

    -- Calculate size of self nameplate
    local prdWidth;
    local prdHeight;

    if (KuiNameplatesCore and KuiNameplatesCore.profile) then
      prdWidth = KuiNameplatesCore.profile.frame_width_personal;
      prdHeight = KuiNameplatesCore.profile.frame_height_personal;
      if (KuiNameplatesCore.profile.ignore_uiscale) then
        local _, screenWidth = GetPhysicalScreenSize();
        local uiScale = 1;
        if (screenWidth) then
          uiScale = 768 / screenWidth;
        end
        personalRessourceDisplayFrame:SetScale(uiScale / UIParent:GetEffectiveScale());
      else
        personalRessourceDisplayFrame:SetScale(1);
      end
      personalRessourceDisplayFrame.texture:SetTexture("Interface\\AddOns\\WeakAuras\\Media\\Textures\\PRDFrameKui");
    else
      local namePlateVerticalScale = tonumber(GetCVar("NamePlateVerticalScale"));
      local zeroBasedScale = namePlateVerticalScale - 1.0;
      local clampedZeroBasedScale = Saturate(zeroBasedScale);
      local horizontalScale = tonumber(GetCVar("NamePlateHorizontalScale"));
      local baseNamePlateWidth = NamePlateDriverFrame.baseNamePlateWidth;
      prdWidth = baseNamePlateWidth * horizontalScale * Lerp(1.1, 1.0, clampedZeroBasedScale) - 24;
      prdHeight = 4 * namePlateVerticalScale * Lerp(1.2, 1.0, clampedZeroBasedScale) * 2  + 1;
      personalRessourceDisplayFrame:SetScale(1 / UIParent:GetEffectiveScale());
      personalRessourceDisplayFrame.texture:SetTexture("Interface\\AddOns\\WeakAuras\\Media\\Textures\\PRDFrame");
    end

    local scale = UIParent:GetEffectiveScale() / personalRessourceDisplayFrame:GetEffectiveScale();
    if (not xOffset or not yOffset) then
      local optionsFrame = WeakAuras.OptionsFrame();
      yOffset = optionsFrame:GetBottom() + prdHeight / scale - GetScreenHeight();
      xOffset = xPositionNextToOptions() + prdWidth / 2 / scale - GetScreenWidth();
    end

    xOffset = xOffset * scale;
    yOffset = yOffset * scale;

    personalRessourceDisplayFrame:SetPoint("TOPRIGHT", UIParent, "TOPRIGHT", xOffset, yOffset);
    personalRessourceDisplayFrame:SetPoint("BOTTOMLEFT", UIParent, "TOPRIGHT", xOffset - prdWidth, yOffset - prdHeight);
  end

  personalRessourceDisplayFrame.OptionsClosed = function()
    personalRessourceDisplayFrame:SetScale(1);
    local frame = C_NamePlate.GetNamePlateForUnit("player");
    if (frame) then
      if (Plater and frame.unitFrame.PlaterOnScreen) then
        personalRessourceDisplayFrame:Attach(frame, frame.unitFrame.healthBar, frame.unitFrame.powerBar);
      elseif (frame.kui and frame.kui.bg and frame.kui:IsShown()) then
        personalRessourceDisplayFrame:Attach(frame.kui, frame.kui.bg, frame.kui.bg);
      elseif (ElvUIPlayerNamePlateAnchor) then
        personalRessourceDisplayFrame:Attach(ElvUIPlayerNamePlateAnchor, ElvUIPlayerNamePlateAnchor, ElvUIPlayerNamePlateAnchor);
      else
        personalRessourceDisplayFrame:Attach(frame, frame.UnitFrame.healthBar, NamePlateDriverFrame.classNamePlatePowerBar);
      end
    else
      personalRessourceDisplayFrame:Detach();
      personalRessourceDisplayFrame:Hide();
    end

    personalRessourceDisplayFrame:SetScript("OnEvent", personalRessourceDisplayFrame.eventHandler);
    personalRessourceDisplayFrame.texture:Hide();
    personalRessourceDisplayFrame.moverFrame:Hide();
    wipe(personalRessourceDisplayFrame.attachedVisibleFrames);
  end

  personalRessourceDisplayFrame.eventHandler = function(self, event, nameplate)
    Private.StartProfileSystem("prd");
    if (event == "NAME_PLATE_UNIT_ADDED") then
      if (UnitIsUnit(nameplate, "player")) then
        local frame = C_NamePlate.GetNamePlateForUnit("player");
        if (frame) then
          if (Plater and frame.unitFrame.PlaterOnScreen) then
            personalRessourceDisplayFrame:Attach(frame, frame.unitFrame.healthBar, frame.unitFrame.powerBar);
          elseif (frame.kui and frame.kui.bg and frame.kui:IsShown()) then
            personalRessourceDisplayFrame:Attach(frame.kui, KuiNameplatesPlayerAnchor, KuiNameplatesPlayerAnchor);
          elseif (ElvUIPlayerNamePlateAnchor) then
            personalRessourceDisplayFrame:Attach(ElvUIPlayerNamePlateAnchor, ElvUIPlayerNamePlateAnchor, ElvUIPlayerNamePlateAnchor);
          else
            personalRessourceDisplayFrame:Attach(frame, frame.UnitFrame.healthBar, NamePlateDriverFrame.classNamePlatePowerBar);
          end
          personalRessourceDisplayFrame:Show();
          db.personalRessourceDisplayFrame = db.personalRessourceDisplayFrame or {};
        else
          personalRessourceDisplayFrame:Detach();
          personalRessourceDisplayFrame:Hide();
        end
      end
    elseif (event == "NAME_PLATE_UNIT_REMOVED") then
      if (UnitIsUnit(nameplate, "player")) then
        personalRessourceDisplayFrame:Detach();
        personalRessourceDisplayFrame:Hide();
      end
    end
    Private.StopProfileSystem("prd");
  end

  personalRessourceDisplayFrame.expand = function(self, id)
    local data = WeakAuras.GetData(id);
    if (data.anchorFrameType == "PRD") then
      self.attachedVisibleFrames[id] = true;
      self:updateVisible();
    end
  end

  personalRessourceDisplayFrame.collapse = function(self, id)
    self.attachedVisibleFrames[id] = nil;
    self:updateVisible();
  end

  personalRessourceDisplayFrame.rename = function(self, oldid, newid)
    self.attachedVisibleFrames[newid] = self.attachedVisibleFrames[oldid];
    self.attachedVisibleFrames[oldid] = nil;
    self:updateVisible();
  end

  personalRessourceDisplayFrame.delete = function(self, id)
    self.attachedVisibleFrames[id] = nil;
    self:updateVisible();
  end

  personalRessourceDisplayFrame.anchorFrame = function(self, id, anchorFrameType)
    if (anchorFrameType == "PRD" or anchorFrameType == "NAMEPLATE") then
      self.attachedVisibleFrames[id] = true;
    else
      self.attachedVisibleFrames[id] = nil;
    end
    self:updateVisible();
  end

  personalRessourceDisplayFrame.updateVisible = function(self)
    if (not WeakAuras.IsOptionsOpen()) then
      return;
    end

    if (next(self.attachedVisibleFrames)) then
      personalRessourceDisplayFrame.texture:Show();
      personalRessourceDisplayFrame.moverFrame:Show();
      personalRessourceDisplayFrame:Show();
    else
      personalRessourceDisplayFrame.texture:Hide();
      personalRessourceDisplayFrame.moverFrame:Hide();
      personalRessourceDisplayFrame:Hide();
    end
  end

  if (WeakAuras.IsOptionsOpen()) then
    personalRessourceDisplayFrame.OptionsOpened();
  else
    personalRessourceDisplayFrame.OptionsClosed();
  end
  Private.personalRessourceDisplayFrame = personalRessourceDisplayFrame
end

local postPonedAnchors = {};
local anchorTimer

local function tryAnchorAgain()
  local delayed = postPonedAnchors;
  postPonedAnchors = {};
  anchorTimer = nil;

  for id, _ in pairs(delayed) do
    local data = WeakAuras.GetData(id);
    local region = WeakAuras.GetRegion(id);
    if (data and region) then
      local parent = frame;
      if (data.parent and regions[data.parent]) then
        parent = regions[data.parent].region;
      end
      Private.AnchorFrame(data, region, parent);
    end
  end
end

local function postponeAnchor(id)
  postPonedAnchors[id] = true;
  if (not anchorTimer) then
    anchorTimer = timer:ScheduleTimer(tryAnchorAgain, 1);
  end
end

local HiddenFrames = CreateFrame("FRAME", "WeakAurasHiddenFrames")
HiddenFrames:Hide()
WeakAuras.HiddenFrames = HiddenFrames

local function GetAnchorFrame(data, region, parent)
  local id = region.id
  local anchorFrameType = data.anchorFrameType
  local anchorFrameFrame = data.anchorFrameFrame
  if not id then return end
  if (personalRessourceDisplayFrame) then
    personalRessourceDisplayFrame:anchorFrame(id, anchorFrameType);
  end

  if (mouseFrame) then
    mouseFrame:anchorFrame(id, anchorFrameType);
  end

  if (anchorFrameType == "SCREEN") then
    return parent;
  end

  if (anchorFrameType == "PRD") then
    Private.ensurePRDFrame();
    personalRessourceDisplayFrame:anchorFrame(id, anchorFrameType);
    return personalRessourceDisplayFrame;
  end

  if (anchorFrameType == "MOUSE") then
    ensureMouseFrame();
    mouseFrame:anchorFrame(id, anchorFrameType);
    return mouseFrame;
  end

  if (anchorFrameType == "NAMEPLATE") then
    local unit = region.state.unit
    local frame = unit and WeakAuras.GetUnitNameplate(unit)
    if frame then return frame end
    if WeakAuras.IsOptionsOpen() then
      Private.ensurePRDFrame()
      personalRessourceDisplayFrame:anchorFrame(id, anchorFrameType)
      return personalRessourceDisplayFrame
    end
  end

  if (anchorFrameType == "UNITFRAME") then
    local unit = region.state.unit
    if unit then
      local frame = WeakAuras.GetUnitFrame(unit) or WeakAuras.HiddenFrames
      if frame then
        anchor_unitframe_monitor = anchor_unitframe_monitor or {}
        anchor_unitframe_monitor[region] = {
          data = data,
          parent = parent,
          frame = frame
        }
        return frame
      end
    end
  end

  if (anchorFrameType == "SELECTFRAME" and anchorFrameFrame) then
    if(anchorFrameFrame:sub(1, 10) == "WeakAuras:") then
      local frame_name = anchorFrameFrame:sub(11);
      if (frame_name == id) then
        return parent;
      end
      if(regions[frame_name]) then
        return regions[frame_name].region;
      end
      postponeAnchor(id);
    else
      if (Private.GetSanitizedGlobal(anchorFrameFrame)) then
        return Private.GetSanitizedGlobal(anchorFrameFrame);
      end
      postponeAnchor(id);
      return parent;
    end
  end

  if (anchorFrameType == "CUSTOM" and region.customAnchorFunc) then
    Private.StartProfileSystem("custom region anchor")
    Private.StartProfileAura(region.id)
    Private.ActivateAuraEnvironment(region.id, region.cloneId, region.state)
    local ok, frame = xpcall(region.customAnchorFunc, geterrorhandler())
    Private.ActivateAuraEnvironment()
    Private.StopProfileSystem("custom region anchor")
    Private.StopProfileAura(region.id)
    if ok and frame then
      return frame
    elseif WeakAuras.IsOptionsOpen() then
      return parent
    else
      return HiddenFrames
    end
  end
  -- Fallback
  return parent;
end

local anchorFrameDeferred = {}

function Private.AnchorFrame(data, region, parent)
  if data.anchorFrameType == "CUSTOM"
  and (data.regionType == "group" or data.regionType == "dynamicgroup")
  and not WeakAuras.IsLoginFinished()
  and not anchorFrameDeferred[data.id]
  then
    loginQueue[#loginQueue + 1] = {Private.AnchorFrame, {data, region, parent}}
    anchorFrameDeferred[data.id] = true
  else
    local anchorParent = GetAnchorFrame(data, region, parent);
    if not anchorParent then return end
    if (data.anchorFrameParent or data.anchorFrameParent == nil
        or data.anchorFrameType == "SCREEN" or data.anchorFrameType == "MOUSE") then
      local errorhandler = function(text)
        geterrorhandler()(L["'ERROR: Anchoring %s': \n"]:format(data.id) .. text)
      end
      xpcall(region.SetParent, errorhandler, region, anchorParent);
    else
      region:SetParent(parent or frame);
    end

    local anchorPoint = data.anchorPoint
    if data.parent then
      if data.anchorFrameType == "SCREEN" or data.anchorFrameType == "MOUSE" then
        anchorPoint = "CENTER"
      end
    else
      if data.anchorFrameType == "MOUSE" then
        anchorPoint = "CENTER"
      end
    end

    region:SetAnchor(data.selfPoint, anchorParent, anchorPoint);

    if(data.frameStrata == 1) then
      region:SetFrameStrata(region:GetParent():GetFrameStrata());
    else
      region:SetFrameStrata(Private.frame_strata_types[data.frameStrata]);
    end
    Private.ApplyFrameLevel(region)
    anchorFrameDeferred[data.id] = nil
  end
end

function WeakAuras.FindUnusedId(prefix)
  prefix = prefix or "New"
  local num = 2;
  local id = prefix
  while(db.displays[id]) do
    id = prefix .. " " .. num;
    num = num + 1;
  end
  return id
end

function WeakAuras.SetModel(frame, model_path, model_fileId, isUnit, isDisplayInfo)
  if not WeakAuras.IsRetail() then
    if isDisplayInfo then
      pcall(frame.SetDisplayInfo, frame, tonumber(model_path))
    elseif isUnit then
      pcall(frame.SetUnit, frame, model_path)
    else
      pcall(frame.SetModel, frame, model_path)
    end
  else
    if isDisplayInfo then
      pcall(frame.SetDisplayInfo, frame, tonumber(model_fileId))
    elseif isUnit then
      pcall(frame.SetUnit, frame, model_fileId)
    else
      pcall(frame.SetModel, frame, tonumber(model_fileId))
    end
  end
end

function Private.IsCLEUSubevent(subevent)
  if Private.subevent_prefix_types[subevent] then
     return true
  else
    for prefix in pairs(Private.subevent_prefix_types) do
      if subevent:match(prefix) then
        local suffix = subevent:sub(#prefix + 1)
        if Private.subevent_suffix_types[suffix] then
          return true
        end
      end
    end
  end
  return false
end

-- SafeToNumber converts a string to number, but only if it fits into a unsigned 32bit integer
-- The C api often takes only 32bit values, and complains if passed a value outside
function WeakAuras.SafeToNumber(input)
  local nr = tonumber(input)
  return nr and (nr < 2147483648 and nr > -2147483649) and nr or nil
end

local textSymbols = {
  ["{rt1}"]      = "|TInterface\\TargetingFrame\\UI-RaidTargetingIcon_1:0|t",
  ["{rt2}"]      = "|TInterface\\TargetingFrame\\UI-RaidTargetingIcon_2:0|t ",
  ["{rt3}"]      = "|TInterface\\TargetingFrame\\UI-RaidTargetingIcon_3:0|t ",
  ["{rt4}"]      = "|TInterface\\TargetingFrame\\UI-RaidTargetingIcon_4:0|t ",
  ["{rt5}"]      = "|TInterface\\TargetingFrame\\UI-RaidTargetingIcon_5:0|t ",
  ["{rt6}"]      = "|TInterface\\TargetingFrame\\UI-RaidTargetingIcon_6:0|t ",
  ["{rt7}"]      = "|TInterface\\TargetingFrame\\UI-RaidTargetingIcon_7:0|t ",
  ["{rt8}"]      = "|TInterface\\TargetingFrame\\UI-RaidTargetingIcon_8:0|t "
}

function WeakAuras.ReplaceRaidMarkerSymbols(txt)
  local start = 1

  while true do
    local firstChar = txt:find("{", start, true)
    if not firstChar then
      return txt
    end
    local lastChar = txt:find("}", firstChar, true)
    if not lastChar then
      return txt
    end
    local replace = textSymbols[txt:sub(firstChar, lastChar)]
    if replace then
      txt = txt:sub(1, firstChar - 1) .. replace .. txt:sub(lastChar + 1)
      start = firstChar + #replace
    else
      start = lastChar
    end
  end
end

function Private.ReplaceLocalizedRaidMarkers(txt)
  local start = 1

  while true do
    local firstChar = txt:find("{", start, true)
    if not firstChar then
      return txt
    end
    local lastChar = txt:find("}", firstChar, true)
    if not lastChar then
      return txt
    end

    local symbol = strlower(txt:sub(firstChar + 1, lastChar - 1))
    if ICON_TAG_LIST[symbol] then
      local replace = "rt" .. ICON_TAG_LIST[symbol]
      if replace then
        txt = txt:sub(1, firstChar) .. replace .. txt:sub(lastChar)
        start = firstChar + #replace
      else
        start = lastChar
      end
    else
      start  = lastChar
    end
  end
end

do
  local trackableUnits = {}
  trackableUnits["player"] = true
  trackableUnits["target"] = true
  trackableUnits["focus"] = true
  trackableUnits["pet"] = true
  trackableUnits["vehicle"] = true

  for i = 1, 5 do
    trackableUnits["arena" .. i] = true
    trackableUnits["arenapet" .. i] = true
  end

  for i = 1, 4 do
    trackableUnits["party" .. i] = true
    trackableUnits["partypet" .. i] = true
  end

  for i = 1, MAX_BOSS_FRAMES do
    trackableUnits["boss" .. i] = true
  end

  for i = 1, 40 do
    trackableUnits["raid" .. i] = true
    trackableUnits["raidpet" .. i] = true
    trackableUnits["nameplate" .. i] = true
  end

  function WeakAuras.UntrackableUnit(unit)
    return not trackableUnits[unit]
  end
end

do
  local ownRealm = select(2, UnitFullName("player"))
  function WeakAuras.UnitNameWithRealm(unit)
    ownRealm = ownRealm or select(2, UnitFullName("player"))
    local name, realm = UnitFullName(unit)
    return name or "", realm or ownRealm or ""
  end
end

function WeakAuras.ParseNameCheck(name)
  local matches = {
    name = {},
    realm = {},
    full = {},
    AddMatch = function(self, name, start, last)
      local match = strtrim(name:sub(start, last))

      if (match:sub(1, 1) == "-") then
        self.realm[match:sub(2)] = true
      elseif match:find("-", 1, true) then
        self.full[match] = true
      else
        self.name[match] = true
      end
    end,
    Check = function(self, name, realm)
      if not name or not realm then
        return false
      end
      return self.name[name] or self.realm[realm] or self.full[name .. "-" .. realm]
    end
  }

  if not name then return end
  local start = 1
  local last = name:find(',', start, true)

  while (last) do
    matches:AddMatch(name, start, last - 1)
    start = last + 1
    last = name:find(',', start, true)
  end

  last = #name
  matches:AddMatch(name, start, last)

  return matches
end

function WeakAuras.ParseZoneCheck(input)
  if not input then return end

  local matcher = {
    Check = function(self, zoneId, zonegroupId)
      return self.zoneIds[zoneId] or self.zoneGroupIds[zonegroupId]
    end,
    AddId = function(self, input, start, last)
      local id = tonumber(strtrim(input:sub(start, last)))
      if id then
        local prevChar = input:sub(start - 1, start - 1)
        if prevChar == 'g' or prevChar == 'G' then
          self.zoneGroupIds[id] = true
        else
          self.zoneIds[id] = true
        end
      end
    end,
    zoneIds = {},
    zoneGroupIds = {}
  }

  local start = input:find('%d', 1)
  local last = input:find('%D', start)
  while (last) do
    matcher:AddId(input, start, last - 1)
    start = input:find('%d', last + 1)
    last = input:find('%D', start)
  end

  last = #input
  matcher:AddId(input, start, last)
  return matcher
end

function WeakAuras.IsAuraLoaded(id)
  return Private.loaded[id]
end

function Private.IconSources(data)
  local values = {
    [-1] = L["Dynamic Information"],
    [0] = L["Fallback Icon"],
  }

  for i = 1, #data.triggers do
    values[i] = string.format(L["Trigger %i"], i)
  end
  return values
end

-- This should be used instead of string.format("...%q...", input)
-- e.g. string.format("...%s...", Private.QuotedString(input))
-- If the string is passed to loadstring.
-- It escapes --, which loadstring would otherwise interpret as comment starts
function Private.QuotedString(input)
  local str = string.format("%q", input)
  return (str:gsub("%-%-", "-\\-"))
end

-- Helper function to make the templates not care, how the generic triggers
-- are categorized
function WeakAuras.GetTriggerCategoryFor(triggerType)
  local prototype = Private.event_prototypes[triggerType]
  return prototype and prototype.type
end

function WeakAuras.UnitStagger(unit)
  return UnitStagger(unit) or 0
end

do
  local function shouldInclude(data, includeGroups, includeLeafs)
    if data.controlledChildren then
      return includeGroups
    else
      return includeLeafs
    end
  end

  local function Traverse(data, includeSelf, includeGroups, includeLeafs)
    if includeSelf and shouldInclude(data, includeGroups, includeLeafs) then
      coroutine.yield(data)
    end

    if data.controlledChildren then
      for _, children in ipairs(data.controlledChildren) do
        Traverse(WeakAuras.GetData(children), true, includeGroups, includeLeafs)
      end
    end
  end

  local function TraverseLeafs(data)
    return Traverse(data, false, false, true)
  end

  local function TraverseLeafsOrAura(data)
    return Traverse(data, true, false, true)
  end

  local function TraverseGroups(data)
    return Traverse(data, true, true, false)
  end

  local function TraverseSubGroups(data)
    return Traverse(data, false, true, false)
  end

  local function TraverseAllChildren(data)
    return Traverse(data, false, true, true)
  end

  local function TraverseAll(data)
    return Traverse(data, true, true, true)
  end

  -- Only non-group auras, not include self
  function Private.TraverseLeafs(data)
    return coroutine.wrap(TraverseLeafs), data
  end

  -- The root if it is a non-group, otherwise non-group childrens
  function Private.TraverseLeafsOrAura(data)
    return coroutine.wrap(TraverseLeafsOrAura), data
  end

  -- All groups, includes self
  function Private.TraverseGroups(data)
    return coroutine.wrap(TraverseGroups), data
  end

  -- All groups, excludes self
  function Private.TraverseSubGroups(data)
    return coroutine.wrap(TraverseSubGroups), data
  end

  -- All Children, excludes self
  function Private.TraverseAllChildren(data)
    return coroutine.wrap(TraverseAllChildren), data
  end

  -- All Children and self
  function Private.TraverseAll(data)
    return coroutine.wrap(TraverseAll), data
  end
end


