Merge pull request #36 from vatichild/performance/improvements-for-specific-cases

Performance/improvements for specific cases
This commit is contained in:
Vati
2026-01-24 14:26:57 +04:00
committed by GitHub
14 changed files with 354 additions and 367 deletions
+95 -3
View File
@@ -15,13 +15,39 @@ local detectionCache = {}
local cacheHits = 0
local cacheMisses = 0
-- Clear the detection cache
-- Clear the entire detection cache (use sparingly - only for major events)
-- For simple item moves, use InvalidateItem() or don't invalidate at all
function ItemDetection:ClearCache()
detectionCache = {}
cacheHits = 0
cacheMisses = 0
end
-- Invalidate a specific item from cache (by itemLink)
-- Use this when a specific item's properties might have changed
function ItemDetection:InvalidateItem(itemLink)
if itemLink then
detectionCache[itemLink] = nil
end
end
-- Invalidate multiple items from cache
-- Use this for batch operations
function ItemDetection:InvalidateItems(itemLinks)
if itemLinks then
for _, link in ipairs(itemLinks) do
if link then
detectionCache[link] = nil
end
end
end
end
-- Check if we have cached data for an item (useful for debugging)
function ItemDetection:IsCached(itemLink)
return itemLink and detectionCache[itemLink] ~= nil
end
-- Get cache statistics
function ItemDetection:GetCacheStats()
local total = cacheHits + cacheMisses
@@ -91,18 +117,25 @@ local function ScanTooltipLines(bagID, slotID, itemLink)
local leftText = leftLine and leftLine:GetText() or ""
local rightText = rightLine and rightLine:GetText() or ""
-- Get text colors (for detecting yellow/green text)
-- Get left text colors (for detecting yellow/green/red text)
local lr, lg, lb, la = 1, 1, 1, 1
if leftLine and leftLine.GetTextColor then
lr, lg, lb, la = leftLine:GetTextColor()
end
-- Get right text colors (for detecting red requirements)
local rr, rg, rb, ra = 1, 1, 1, 1
if rightLine and rightLine.GetTextColor then
rr, rg, rb, ra = rightLine:GetTextColor()
end
table.insert(lines, {
left = leftText,
right = rightText,
leftLower = leftText and string.lower(leftText) or "",
rightLower = rightText and string.lower(rightText) or "",
r = lr, g = lg, b = lb,
rightR = rr, rightG = rg, rightB = rb,
})
end
@@ -255,12 +288,63 @@ local function DetectQuestUsable(lines)
return false
end
-- Durability pattern for filtering out broken item red text
local durabilityPattern = DURABILITY_TEMPLATE and string.gsub(DURABILITY_TEMPLATE, "%%d", "%%d+") or nil
-- Check if text color is red (unusable requirement)
local function IsRedColor(r, g, b)
if not r or not g or not b then return false end
-- RED_FONT_COLOR is typically (1.0, 0.1, 0.1)
local dr = math.abs(r - 1.0)
local dg = math.abs(g - 0.125)
local db = math.abs(b - 0.125)
return (dr < 0.15 and dg < 0.15 and db < 0.15)
end
-- Check if item is unusable (has red text indicating unmet requirements)
-- Excludes durability lines (broken items show red durability)
local function DetectUnusable(lines)
for _, line in ipairs(lines) do
if line.r and line.g and line.b then
-- Check for red text (requirements not met)
local isRed = IsRedColor(line.r, line.g, line.b) or
(line.r > 0.85 and line.g < 0.3 and line.b < 0.3)
if isRed then
local text = line.left or ""
-- Ignore durability lines (broken items)
if durabilityPattern and string.find(text, durabilityPattern) then
-- skip durability
else
return true
end
end
end
-- Also check right column (some requirements appear there)
if line.rightR and line.rightG and line.rightB then
local isRed = IsRedColor(line.rightR, line.rightG, line.rightB) or
(line.rightR > 0.85 and line.rightG < 0.3 and line.rightB < 0.3)
if isRed then
local text = line.right or ""
if durabilityPattern and string.find(text, durabilityPattern) then
-- skip durability
else
return true
end
end
end
end
return false
end
--=====================================================
-- Public API - Cached Detection
--=====================================================
-- Get all item properties at once (cached)
-- Returns: { isQuestItem, isQuestStarter, isQuestUsable, isJunk, isPermanentEnchant }
-- Returns: { isQuestItem, isQuestStarter, isQuestUsable, isJunk, isPermanentEnchant, isUnusable }
function ItemDetection:GetItemProperties(itemData, bagID, slotID)
if not itemData then
return {
@@ -269,6 +353,7 @@ function ItemDetection:GetItemProperties(itemData, bagID, slotID)
isQuestUsable = false,
isJunk = false,
isPermanentEnchant = false,
isUnusable = false,
}
end
@@ -296,6 +381,7 @@ function ItemDetection:GetItemProperties(itemData, bagID, slotID)
local isQuestItem, isQuestStarter = DetectQuestItem(lines, itemData)
local isQuestUsable = DetectQuestUsable(lines)
local isJunk = DetectJunk(lines, itemData)
local isUnusable = DetectUnusable(lines)
-- Debug: log junk detection for gray items
if addon.DEBUG then
@@ -320,6 +406,7 @@ function ItemDetection:GetItemProperties(itemData, bagID, slotID)
isQuestUsable = isQuestUsable,
isJunk = isJunk,
isPermanentEnchant = isPermanentEnchant,
isUnusable = isUnusable,
}
-- Cache result
@@ -356,6 +443,11 @@ function ItemDetection:IsPermanentEnchant(itemData, bagID, slotID)
return props.isPermanentEnchant
end
function ItemDetection:IsUnusable(itemData, bagID, slotID)
local props = self:GetItemProperties(itemData, bagID, slotID)
return props.isUnusable
end
--=====================================================
-- Initialization
--=====================================================
+4 -10
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@@ -615,16 +615,10 @@ function Tooltip:Initialize()
if event == "BAG_UPDATE" then
if cacheClearPending then return end
cacheClearPending = true
-- Debounce: batch rapid BAG_UPDATE events
local debounceFrame = CreateFrame("Frame")
debounceFrame.elapsed = 0
debounceFrame:SetScript("OnUpdate", function()
this.elapsed = this.elapsed + arg1
if this.elapsed >= 0.2 then
this:SetScript("OnUpdate", nil)
cacheClearPending = false
Tooltip:ClearCache()
end
-- Debounce: batch rapid BAG_UPDATE events (uses pooled timer)
Guda_ScheduleTimer(0.2, function()
cacheClearPending = false
Tooltip:ClearCache()
end)
end
end)
+33
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@@ -5,6 +5,39 @@ local addon = Guda
local Utils = {}
addon.Modules.Utils = Utils
--=============================================================================
-- Timer Frame Pool (prevents memory leaks from temporary timers)
-- Global function so all modules can use it
--=============================================================================
local timerPool = {}
local TIMER_POOL_MAX = 10 -- Limit pool size to prevent unbounded growth
function Guda_ScheduleTimer(delay, callback)
-- Try to get a frame from the pool
local frame = table.remove(timerPool)
if not frame then
frame = CreateFrame("Frame")
end
frame.elapsed = 0
frame.delay = delay
frame.callback = callback
frame:SetScript("OnUpdate", function()
this.elapsed = this.elapsed + arg1
if this.elapsed >= this.delay then
this:SetScript("OnUpdate", nil)
this:Hide()
-- Return frame to pool if not full
if table.getn(timerPool) < TIMER_POOL_MAX then
table.insert(timerPool, this)
end
-- Execute callback
this.callback()
end
end)
frame:Show()
end
--=============================================================================
-- Tooltip Scan Caching
-- Caches results of expensive tooltip scanning operations
+3 -9
View File
@@ -188,15 +188,9 @@ function BankScanner:Initialize()
BankScanner:ClearCache() -- Clear cache on open
addon:Debug("Bank opened")
-- Delay scan to ensure bank is fully loaded
local frame = CreateFrame("Frame")
local elapsed = 0
frame:SetScript("OnUpdate", function()
elapsed = elapsed + arg1
if elapsed >= 0.5 then
frame:SetScript("OnUpdate", nil)
BankScanner:SaveToDatabase()
end
-- Delay scan to ensure bank is fully loaded (uses pooled timer)
Guda_ScheduleTimer(0.5, function()
BankScanner:SaveToDatabase()
end)
end, "BankScanner")
+4 -10
View File
@@ -91,16 +91,10 @@ function EquipmentScanner:Initialize()
playerLoggedIn = true
addon:Print("Scanning equipped items...")
-- Delay scan to ensure character is fully loaded
local frame = CreateFrame("Frame")
local elapsed = 0
frame:SetScript("OnUpdate", function()
elapsed = elapsed + arg1
if elapsed >= 2.0 then
frame:SetScript("OnUpdate", nil)
EquipmentScanner:SaveToDatabase()
addon:Print("Equipped items scanned and saved!")
end
-- Delay scan to ensure character is fully loaded (uses pooled timer)
Guda_ScheduleTimer(2.0, function()
EquipmentScanner:SaveToDatabase()
addon:Print("Equipped items scanned and saved!")
end)
end, "EquipmentScanner")
+4 -10
View File
@@ -36,17 +36,11 @@ function MoneyTracker:Initialize()
MoneyTracker:Update()
end, "MoneyTracker")
-- Initial update and save on login
-- Initial update and save on login (uses pooled timer)
addon.Modules.Events:OnPlayerLogin(function()
local frame = CreateFrame("Frame")
local elapsed = 0
frame:SetScript("OnUpdate", function()
elapsed = elapsed + arg1
if elapsed >= 1 then
frame:SetScript("OnUpdate", nil)
MoneyTracker:Update()
addon:Debug("Initial money saved")
end
Guda_ScheduleTimer(1, function()
MoneyTracker:Update()
addon:Debug("Initial money saved")
end)
end, "MoneyTracker")
end
+1 -1
View File
@@ -2,7 +2,7 @@
## Title: Guda
## Notes: All-in-one bag and bank addon for World of Warcraft 1.12.1 (Turtle WoW)
## Author: Vati
## Version: 1.6.8
## Version: 1.6.9
## SavedVariables: Guda_DB
## SavedVariablesPerCharacter: Guda_CharDB
+92 -101
View File
@@ -12,8 +12,9 @@ SortEngine.sortingInProgress = false
-- Performance: Max items to move per cycle
-- Baganator uses 5 for manual transfers, but sorting needs more for smooth operation
local MAX_MOVES_PER_CYCLE = 20
-- Bank uses fewer moves per cycle to avoid lock conflicts (bank ops are slower)
local MAX_BANK_MOVES_PER_CYCLE = 15
-- Bank needs more moves per cycle due to larger capacity (240 vs 160 slots)
-- But not too many to avoid server-side lock conflicts
local MAX_BANK_MOVES_PER_CYCLE = 25
-- Current sort context (set by ExecuteSort, used by ApplySort)
local currentSortType = "bags"
@@ -577,10 +578,12 @@ local function ConsolidateStacks(bagIDs)
if maxStack > 1 then
-- Sort stacks: higher priority bags first, then larger stacks
table.sort(group.stacks, function(a, b)
if a.priority ~= b.priority then
return a.priority > b.priority
if not a then return false end
if not b then return true end
if (a.priority or 0) ~= (b.priority or 0) then
return (a.priority or 0) > (b.priority or 0)
end
return a.count > b.count
return (a.count or 0) > (b.count or 0)
end)
-- Greedy consolidation: fill stacks from left to right
@@ -825,9 +828,13 @@ local function SortItems(items)
end
table.sort(items, function(a, b)
-- Guard against nil entries
if not a then return false end
if not b then return true end
-- 1. Priority items first (Hearthstone, etc.)
if a.priority ~= b.priority then
return a.priority < b.priority
if (a.priority or 0) ~= (b.priority or 0) then
return (a.priority or 0) < (b.priority or 0)
end
-- 2. Equippable items always come before non-equippable items
@@ -1017,10 +1024,12 @@ local function BuildTargetPositions(bagIDs, itemCount)
-- Only sort if we have more than one element
if table.getn(sortedBags) > 1 then
table.sort(sortedBags, function(a, b)
if a.priority ~= b.priority then
return a.priority > b.priority
if not a then return false end
if not b then return true end
if (a.priority or 0) ~= (b.priority or 0) then
return (a.priority or 0) > (b.priority or 0)
end
return a.bagID < b.bagID
return (a.bagID or 0) < (b.bagID or 0)
end)
end
@@ -1117,22 +1126,35 @@ local function ApplySort(bagIDs, items, targetPositions)
end
-- Execute swaps with occupied slots (if we haven't hit the limit)
-- Be conservative with swaps - they can cause chain reactions
-- Limit swaps to half of max moves to leave room for next pass corrections
local maxSwaps = math.floor(maxMoves / 2)
local swapCount = 0
for _, move in ipairs(swapOccupied) do
-- Limit moves per cycle
if moveCount >= maxMoves then
-- Limit total moves and swaps separately
if moveCount >= maxMoves or swapCount >= maxSwaps then
break
end
local _, _, sourceLocked = GetContainerItemInfo(move.sourceBag, move.sourceSlot)
local _, _, targetLocked = GetContainerItemInfo(move.targetBag, move.targetSlot)
if not sourceLocked and not targetLocked then
PickupContainerItem(move.sourceBag, move.sourceSlot)
PickupContainerItem(move.targetBag, move.targetSlot)
ClearCursor()
moveCount = moveCount + 1
-- Verify source item is still there (previous swaps may have moved it)
local sourceLink = GetContainerItemLink(move.sourceBag, move.sourceSlot)
if not sourceLink then
-- Source slot is now empty, skip this swap (will be handled next pass)
addon:DebugSort("Swap skipped: source slot now empty (%d:%d)", move.sourceBag, move.sourceSlot)
else
lockedCount = lockedCount + 1
local _, _, sourceLocked = GetContainerItemInfo(move.sourceBag, move.sourceSlot)
local _, _, targetLocked = GetContainerItemInfo(move.targetBag, move.targetSlot)
if not sourceLocked and not targetLocked then
PickupContainerItem(move.sourceBag, move.sourceSlot)
PickupContainerItem(move.targetBag, move.targetSlot)
ClearCursor()
moveCount = moveCount + 1
swapCount = swapCount + 1
else
lockedCount = lockedCount + 1
end
end
end
@@ -1175,10 +1197,12 @@ local function BuildGreyTailPositions(bagIDs, greyCount)
-- Only sort if we have more than one element
if table.getn(ordered) > 1 then
table.sort(ordered, function(a, b)
if a.priority ~= b.priority then
return a.priority < b.priority -- lowest first
if not a then return false end
if not b then return true end
if (a.priority or 0) ~= (b.priority or 0) then
return (a.priority or 0) < (b.priority or 0) -- lowest first
end
return a.bagID > b.bagID -- higher bagID later (treated as further to the right)
return (a.bagID or 0) > (b.bagID or 0) -- higher bagID later (treated as further to the right)
end)
end
@@ -1200,15 +1224,17 @@ local function BuildGreyTailPositions(bagIDs, greyCount)
-- Ascending order: Priority DESC, BagID ASC, Slot ASC (matching BuildTargetPositions)
if table.getn(tailSlots) > 1 then
table.sort(tailSlots, function(a, b)
if not a then return false end
if not b then return true end
local aPrio = tonumber(addon.Modules.Utils:GetContainerPriority(a.bag)) or 0
local bPrio = tonumber(addon.Modules.Utils:GetContainerPriority(b.bag)) or 0
if aPrio ~= bPrio then
return aPrio > bPrio
end
if a.bag ~= b.bag then
return a.bag < b.bag
if (a.bag or 0) ~= (b.bag or 0) then
return (a.bag or 0) < (b.bag or 0)
end
return a.slot < b.slot
return (a.slot or 0) < (b.slot or 0)
end)
end
@@ -1504,11 +1530,9 @@ function SortEngine:SortBags()
end
end
-- Clear caches after sorting to ensure fresh detection on next UI update
-- Clear bag position cache after sorting to ensure fresh slot data on next UI update
-- NOTE: Don't clear ItemDetection cache - item properties don't change when items move
addon.Modules.BagScanner:ClearCache()
if addon.Modules.ItemDetection then
addon.Modules.ItemDetection:ClearCache()
end
-- Return total moves made
return routeCount + consolidateCount + specializedMoves + regularMoves
@@ -1641,11 +1665,9 @@ function SortEngine:SortBank()
end
end
-- Clear caches after sorting to ensure fresh detection on next UI update
-- Clear bag position cache after sorting to ensure fresh slot data on next UI update
-- NOTE: Don't clear ItemDetection cache - item properties don't change when items move
addon.Modules.BankScanner:ClearCache()
if addon.Modules.ItemDetection then
addon.Modules.ItemDetection:ClearCache()
end
-- Return total moves made
return routeCount + consolidateCount + specializedMoves + regularMoves
@@ -1708,52 +1730,36 @@ function SortEngine:ExecuteSort(sortFunction, analyzeFunction, updateFrame, sort
-- Sorting is complete!
addon:DebugSort("%s sort complete! (%d passes, %d total moves)", sortType, passCount, totalMoves)
-- Final update (cache clearing happens after delay)
local frame = CreateFrame("Frame")
local startTime = GetTime()
frame:SetScript("OnUpdate", function()
if GetTime() - startTime >= 0.3 then
frame:SetScript("OnUpdate", nil)
SortEngine.sortingInProgress = false
SortEngine:UpdateSortButtonState(false)
currentSortType = "bags" -- Reset sort context
-- Clear caches after sorting to ensure fresh detection
if sortType == "bank" then
addon.Modules.BankScanner:ClearCache()
else
addon.Modules.BagScanner:ClearCache()
end
if addon.Modules.ItemDetection then
addon.Modules.ItemDetection:ClearCache()
end
updateFrame()
-- Final update (cache clearing happens after delay, uses pooled timer)
Guda_ScheduleTimer(0.3, function()
SortEngine.sortingInProgress = false
SortEngine:UpdateSortButtonState(false)
currentSortType = "bags" -- Reset sort context
-- Clear bag position cache - item properties don't change on move
if sortType == "bank" then
addon.Modules.BankScanner:ClearCache()
else
addon.Modules.BagScanner:ClearCache()
end
updateFrame()
end)
elseif passCount >= safetyLimit then
-- Hit safety limit but not fully sorted
addon:DebugSort("%s sort stopped at safety limit! (%d/%d items still need sorting after %d passes)",
sortType, currentAnalysis.itemsOutOfPlace, currentAnalysis.totalItems, passCount)
-- Final update (cache clearing happens after delay)
local frame = CreateFrame("Frame")
local startTime = GetTime()
frame:SetScript("OnUpdate", function()
if GetTime() - startTime >= 0.3 then
frame:SetScript("OnUpdate", nil)
SortEngine.sortingInProgress = false
SortEngine:UpdateSortButtonState(false)
currentSortType = "bags" -- Reset sort context
-- Clear caches after sorting to ensure fresh detection
if sortType == "bank" then
addon.Modules.BankScanner:ClearCache()
else
addon.Modules.BagScanner:ClearCache()
end
if addon.Modules.ItemDetection then
addon.Modules.ItemDetection:ClearCache()
end
updateFrame()
-- Final update (cache clearing happens after delay, uses pooled timer)
Guda_ScheduleTimer(0.3, function()
SortEngine.sortingInProgress = false
SortEngine:UpdateSortButtonState(false)
currentSortType = "bags" -- Reset sort context
-- Clear bag position cache - item properties don't change on move
if sortType == "bank" then
addon.Modules.BankScanner:ClearCache()
else
addon.Modules.BagScanner:ClearCache()
end
updateFrame()
end)
else
-- No progress guard: stop if we make no moves repeatedly
@@ -1767,26 +1773,18 @@ function SortEngine:ExecuteSort(sortFunction, analyzeFunction, updateFrame, sort
addon:DebugSort("%s sort stopped due to no progress after %d passes (items remaining: %d/%d)",
sortType, passCount, currentAnalysis.itemsOutOfPlace, currentAnalysis.totalItems)
-- Final update (cache clearing happens after delay)
local frame = CreateFrame("Frame")
local startTime = GetTime()
frame:SetScript("OnUpdate", function()
if GetTime() - startTime >= 0.3 then
frame:SetScript("OnUpdate", nil)
SortEngine.sortingInProgress = false
SortEngine:UpdateSortButtonState(false)
currentSortType = "bags" -- Reset sort context
-- Clear caches after sorting to ensure fresh detection
if sortType == "bank" then
addon.Modules.BankScanner:ClearCache()
else
addon.Modules.BagScanner:ClearCache()
end
if addon.Modules.ItemDetection then
addon.Modules.ItemDetection:ClearCache()
end
updateFrame()
-- Final update (cache clearing happens after delay, uses pooled timer)
Guda_ScheduleTimer(0.3, function()
SortEngine.sortingInProgress = false
SortEngine:UpdateSortButtonState(false)
currentSortType = "bags" -- Reset sort context
-- Clear bag position cache - item properties don't change on move
if sortType == "bank" then
addon.Modules.BankScanner:ClearCache()
else
addon.Modules.BagScanner:ClearCache()
end
updateFrame()
end)
return
end
@@ -1805,15 +1803,8 @@ function SortEngine:ExecuteSort(sortFunction, analyzeFunction, updateFrame, sort
addon:DebugSort("Waiting %.1f seconds before next pass...", totalDelay)
-- Wait with progressive delay, then sort again
local frame = CreateFrame("Frame")
local startTime = GetTime()
frame:SetScript("OnUpdate", function()
if GetTime() - startTime >= totalDelay then
frame:SetScript("OnUpdate", nil)
DoSortPass() -- Recursive call for next pass
end
end)
-- Wait with progressive delay, then sort again (uses pooled timer)
Guda_ScheduleTimer(totalDelay, DoSortPass)
end
end
+30 -29
View File
@@ -21,6 +21,7 @@ function BagFrame:GetCurrentViewChar()
end
local searchText = ""
local itemButtons = {}
local slotToButton = {} -- Fast O(1) lookup: slotToButton[bagID][slotID] = button
local showKeyring = false -- Toggle for keyring display
local hiddenBags = {} -- Track which bags are hidden (bagID -> true/false)
local bagParents = {} -- Per-bag parent frames to carry bagID for Blizzard item button templates
@@ -243,16 +244,13 @@ function BagFrame:UpdateChangedSlots(bagID)
local numSlots = GetContainerNumSlots(bagID)
if not numSlots or numSlots == 0 then return -1 end
-- Check if we have the slot lookup table for this bag
if not slotToButton[bagID] then return -1 end
local updatedCount = 0
for slotID = 1, numSlots do
-- Find button for this slot
local targetButton = nil
for _, button in ipairs(itemButtons) do
if button.bagID == bagID and button.slotID == slotID then
targetButton = button
break
end
end
-- O(1) button lookup using hash table
local targetButton = slotToButton[bagID][slotID]
if not targetButton then
-- Button not found, need full redraw
@@ -498,10 +496,13 @@ function BagFrame:Update()
-- Display items
local viewType = addon.Modules.DB:GetSetting("bagViewType") or "single"
-- Clear itemButtons table before rebuilding (prevents stale references)
-- Clear itemButtons table and slot lookup before rebuilding (prevents stale references)
for k in pairs(itemButtons) do
itemButtons[k] = nil
end
for k in pairs(slotToButton) do
slotToButton[k] = nil
end
-- Reset all section headers before displaying items
local i = 1
@@ -704,6 +705,9 @@ function BagFrame:DisplayItemsByCategory(bagData, isOtherChar, charName)
Guda_ItemButton_SetItem(button, bagID, slot, itemData, false, isOtherChar and charName or nil, matchesFilter, isOtherChar)
button.inUse = true
table.insert(itemButtons, button)
-- Populate slot lookup for O(1) access
if not slotToButton[bagID] then slotToButton[bagID] = {} end
slotToButton[bagID][slot] = button
col = col + 1
if col >= blockCols then
@@ -766,8 +770,11 @@ function BagFrame:DisplayItemsByCategory(bagData, isOtherChar, charName)
if numItems > 0 then
if sec.name == "Tools" then
table.sort(items, function(a, b)
if a.itemData.quality ~= b.itemData.quality then
return a.itemData.quality > b.itemData.quality
-- Guard against nil entries
if not a or not a.itemData then return false end
if not b or not b.itemData then return true end
if (a.itemData.quality or 0) ~= (b.itemData.quality or 0) then
return (a.itemData.quality or 0) > (b.itemData.quality or 0)
end
return (a.itemData.name or "") < (b.itemData.name or "")
end)
@@ -830,6 +837,9 @@ function BagFrame:DisplayItemsByCategory(bagData, isOtherChar, charName)
Guda_ItemButton_SetItem(button, item.bagID, item.slotID, item.itemData, false, isOtherChar and charName or nil, self:PassesSearchFilter(item.itemData), isOtherChar)
button.inUse = true
table.insert(itemButtons, button)
-- Populate slot lookup for O(1) access
if not slotToButton[item.bagID] then slotToButton[item.bagID] = {} end
slotToButton[item.bagID][item.slotID] = button
sCol = sCol + 1
if sCol >= blockCols then
@@ -1005,6 +1015,9 @@ function BagFrame:DisplayItems(bagData, isOtherChar, charName)
Guda_ItemButton_SetItem(button, bagID, slot, itemData, false, isOtherChar and charName or nil, matchesFilter, isOtherChar)
table.insert(itemButtons, button)
-- Populate slot lookup for O(1) access
if not slotToButton[bagID] then slotToButton[bagID] = {} end
slotToButton[bagID][slot] = button
-- Advance position
col = col + 1
@@ -1746,7 +1759,9 @@ function Guda_BagFrame_MergeStacks()
if table.getn(group.stacks) > 1 then
-- Sort stacks: larger stacks first (targets), smaller stacks last (sources)
table.sort(group.stacks, function(a, b)
return a.count > b.count
if not a then return false end
if not b then return true end
return (a.count or 0) > (b.count or 0)
end)
local sourceLoopStart = table.getn(group.stacks)
@@ -1849,20 +1864,8 @@ function Guda_BagFrame_MergeStacks()
ProcessNextMove()
end
-- Simple timer helper
function Guda_ScheduleTimer(delay, callback)
local frame = CreateFrame("Frame")
frame.elapsed = 0
frame.delay = delay
frame.callback = callback
frame:SetScript("OnUpdate", function()
this.elapsed = this.elapsed + arg1
if this.elapsed >= this.delay then
this:SetScript("OnUpdate", nil)
this.callback()
end
end)
end
-- NOTE: Guda_ScheduleTimer is defined in Core/Utils.lua (loaded earlier)
-- to ensure it's available for all modules that need timers
-- Hook bag container buttons to open Guda Bag View
local function HookBagContainers()
@@ -2700,10 +2703,8 @@ function BagFrame:Initialize()
if not isSorting then
-- Try incremental update for manual item moves
-- NOTE: Don't clear ItemDetection cache - item properties don't change on move
addon.Modules.BagScanner:InvalidateBag(arg1)
if addon.Modules.ItemDetection then
addon.Modules.ItemDetection:ClearCache()
end
-- Try to update only changed slots in this bag
local result = BagFrame:UpdateChangedSlots(arg1)
+60 -84
View File
@@ -14,6 +14,7 @@ local searchText = ""
local isReadOnlyMode = false -- Track if viewing saved bank (read-only) or live bank (interactive)
local hiddenBankBags = {} -- Track which bank bags are hidden (bagID -> true/false)
local bankBagParents = {} -- Parent frames per bank bag (same approach as BagFrame)
local bankSlotToButton = {} -- Fast O(1) lookup: bankSlotToButton[bagID][slotID] = button
-- Global click catcher for clearing bank search focus
local bankClickCatcher = nil
@@ -135,18 +136,9 @@ function BankFrame:UpdateSingleSlot(bagID, slotID)
if not Guda_BankFrame:IsShown() then return false end
if currentViewChar then return false end -- Can't do single-slot for other characters
-- Find the button for this slot
local bankBagParent = bankBagParents[bagID]
if not bankBagParent or not bankBagParent.itemButtons then return false end
local targetButton = nil
for button in pairs(bankBagParent.itemButtons) do
if button.bagID == bagID and button.slotID == slotID then
targetButton = button
break
end
end
-- O(1) button lookup using hash table
if not bankSlotToButton[bagID] then return false end
local targetButton = bankSlotToButton[bagID][slotID]
if not targetButton then return false end
-- Get fresh item data for this slot
@@ -190,22 +182,16 @@ function BankFrame:UpdateChangedSlots(bagID)
if not Guda_BankFrame:IsShown() then return -1 end
if currentViewChar then return -1 end
local bankBagParent = bankBagParents[bagID]
if not bankBagParent or not bankBagParent.itemButtons then return -1 end
-- Check if we have the slot lookup table for this bag
if not bankSlotToButton[bagID] then return -1 end
local numSlots = addon.Modules.Utils:GetBagSlotCount(bagID)
if not numSlots or numSlots == 0 then return -1 end
local updatedCount = 0
for slotID = 1, numSlots do
-- Find button for this slot
local targetButton = nil
for button in pairs(bankBagParent.itemButtons) do
if button.bagID == bagID and button.slotID == slotID then
targetButton = button
break
end
end
-- O(1) button lookup using hash table
local targetButton = bankSlotToButton[bagID][slotID]
if not targetButton then
-- Button not found, need full redraw
@@ -302,7 +288,7 @@ function BankFrame:Update()
end
-- Mark all existing buttons as not in use (we'll mark active ones during display)
-- Mark all existing buttons as not in use (we'll mark active ones during display)
-- Also clear the slot lookup table for fresh rebuild
for _, bankBagParent in pairs(bankBagParents) do
if bankBagParent and bankBagParent.itemButtons then
for button in pairs(bankBagParent.itemButtons) do
@@ -312,6 +298,9 @@ function BankFrame:Update()
end
end
end
for k in pairs(bankSlotToButton) do
bankSlotToButton[k] = nil
end
-- Determine if we're in read-only mode:
-- - If viewing another character → read-only
@@ -522,6 +511,9 @@ function BankFrame:DisplayItemsByCategory(bankData, isOtherChar, charName)
local matchesFilter = self:PassesSearchFilter(itemData)
Guda_ItemButton_SetItem(button, bagID, slot, itemData, true, isOtherChar and charName or nil, matchesFilter, isOtherChar or isReadOnlyMode)
button.inUse = true
-- Populate slot lookup for O(1) access
if not bankSlotToButton[bagID] then bankSlotToButton[bagID] = {} end
bankSlotToButton[bagID][slot] = button
col = col + 1
if col >= blockCols then
@@ -580,8 +572,11 @@ function BankFrame:DisplayItemsByCategory(bankData, isOtherChar, charName)
if numItems > 0 then
if sec.name == "Tools" then
table.sort(items, function(a, b)
if a.itemData.quality ~= b.itemData.quality then
return a.itemData.quality > b.itemData.quality
-- Guard against nil entries
if not a or not a.itemData then return false end
if not b or not b.itemData then return true end
if (a.itemData.quality or 0) ~= (b.itemData.quality or 0) then
return (a.itemData.quality or 0) > (b.itemData.quality or 0)
end
return (a.itemData.name or "") < (b.itemData.name or "")
end)
@@ -642,7 +637,10 @@ function BankFrame:DisplayItemsByCategory(bankData, isOtherChar, charName)
button:Show()
Guda_ItemButton_SetItem(button, item.bagID, item.slotID, item.itemData, true, isOtherChar and charName or nil, self:PassesSearchFilter(item.itemData), isOtherChar or isReadOnlyMode)
button.inUse = true
-- Populate slot lookup for O(1) access
if not bankSlotToButton[item.bagID] then bankSlotToButton[item.bagID] = {} end
bankSlotToButton[item.bagID][item.slotID] = button
sCol = sCol + 1
if sCol >= blockCols then
sCol = 0
@@ -795,6 +793,9 @@ function BankFrame:DisplayItems(bankData, isOtherChar, charName)
button:SetPoint("TOPLEFT", itemContainer, "TOPLEFT", xPos, yPos)
Guda_ItemButton_SetItem(button, bagID, slot, itemData, true, isOtherChar and charName or nil, matchesFilter, isReadOnlyMode)
-- Populate slot lookup for O(1) access
if not bankSlotToButton[bagID] then bankSlotToButton[bagID] = {} end
bankSlotToButton[bagID][slot] = button
col = col + 1
if col >= perRow then
@@ -1229,7 +1230,9 @@ function Guda_BankFrame_MergeStacks()
if table.getn(group.stacks) > 1 then
-- Sort stacks: larger stacks first (targets), smaller stacks last (sources)
table.sort(group.stacks, function(a, b)
return a.count > b.count
if not a then return false end
if not b then return true end
return (a.count or 0) > (b.count or 0)
end)
local sourceLoopStart = table.getn(group.stacks)
@@ -1611,40 +1614,28 @@ function BankFrame:Initialize()
-- Update when bank is opened
addon.Modules.Events:OnBankOpen(function()
-- Delay showing custom bank to let TransmogUI finish processing
local frame = CreateFrame("Frame")
local elapsed = 0
frame:SetScript("OnUpdate", function()
elapsed = elapsed + arg1
if elapsed >= 0.2 then
frame:SetScript("OnUpdate", nil)
-- Delay showing custom bank to let TransmogUI finish processing (uses pooled timer)
Guda_ScheduleTimer(0.2, function()
-- Show current character's bank in interactive mode
currentViewChar = nil
-- Show current character's bank in interactive mode
currentViewChar = nil
-- Do not auto-hide BagFrame when opening BankFrame
-- Users may want both frames visible simultaneously; layout issues, if any,
-- should be addressed via positioning rather than auto-hiding.
-- Do not auto-hide BagFrame when opening BankFrame
-- Previously, we hid BagFrame to prevent button overlap:
-- local bagFrame = getglobal("Guda_BagFrame")
-- if bagFrame and bagFrame:IsShown() then
-- bagFrame:Hide()
-- end
-- Users may want both frames visible simultaneously; layout issues, if any,
-- should be addressed via positioning rather than auto-hiding.
-- Show and update custom bank frame
local customBankFrame = getglobal("Guda_BankFrame")
if customBankFrame then
customBankFrame:Show()
end
-- Force disable pfUI banks if enabled (pfUI uses pfBank for its bank frame)
if pfUI and pfUI.bag and pfUI.bag.left and pfUI.bag.left.Hide then
pfUI.bag.left:Hide()
end
addon.Modules.BankFrame:EnsureBagButtonsInitialized()
addon.Modules.BankFrame:Update()
-- Show and update custom bank frame
local customBankFrame = getglobal("Guda_BankFrame")
if customBankFrame then
customBankFrame:Show()
end
-- Force disable pfUI banks if enabled (pfUI uses pfBank for its bank frame)
if pfUI and pfUI.bag and pfUI.bag.left and pfUI.bag.left.Hide then
pfUI.bag.left:Hide()
end
addon.Modules.BankFrame:EnsureBagButtonsInitialized()
addon.Modules.BankFrame:Update()
end)
end, "BankFrameUI")
@@ -1714,11 +1705,9 @@ function BankFrame:Initialize()
end
end
addon.Modules.Events:OnBagUpdate(function()
if addon.Modules.BankScanner:IsBankOpen() and not currentViewChar then
ScheduleBankFrameUpdate(0.1)
end
end, "BankFrameUI")
-- NOTE: BAG_UPDATE for bank bags (5-10) is handled by the updateFrame below
-- which provides incremental update logic. We don't need a separate OnBagUpdate
-- handler here as it would cause duplicate processing.
-- Update when items get locked/unlocked (debounced for trading, mailing, etc.)
addon.Modules.Events:Register("ITEM_LOCK_CHANGED", function()
@@ -1744,11 +1733,9 @@ function BankFrame:Initialize()
-- arg1 is the slot number (1-28 for main bank)
-- Try single-slot update if not sorting
if not isSorting then
-- Invalidate cache for fresh data
-- Invalidate bag scanner cache for fresh slot data
-- NOTE: Don't clear ItemDetection cache - item properties don't change on move
addon.Modules.BankScanner:InvalidateBag(-1)
if addon.Modules.ItemDetection then
addon.Modules.ItemDetection:ClearCache()
end
-- Try single-slot update
if BankFrame:UpdateSingleSlot(-1, arg1) then
return -- Success, no full redraw needed
@@ -1756,30 +1743,21 @@ function BankFrame:Initialize()
end
-- Fallback: full redraw (sorting or single-slot failed)
addon.Modules.BankScanner:InvalidateBag(-1)
if addon.Modules.ItemDetection then
addon.Modules.ItemDetection:ClearCache()
end
elseif event == "BAG_UPDATE" and arg1 then
-- Check if this is a bank bag (5-10)
if arg1 >= 5 and arg1 <= 10 then
-- Invalidate bag scanner cache for fresh slot data
-- NOTE: Don't clear ItemDetection cache - item properties don't change on move
addon.Modules.BankScanner:InvalidateBag(arg1)
-- Try incremental update if not sorting
if not isSorting then
addon.Modules.BankScanner:InvalidateBag(arg1)
if addon.Modules.ItemDetection then
addon.Modules.ItemDetection:ClearCache()
end
-- Try to update only changed slots
local result = BankFrame:UpdateChangedSlots(arg1)
if result >= 0 then
return -- Success, no full redraw needed
end
-- Fall through to full redraw
else
-- Sorting in progress - invalidate for full redraw
addon.Modules.BankScanner:InvalidateBag(arg1)
if addon.Modules.ItemDetection then
addon.Modules.ItemDetection:ClearCache()
end
end
else
-- Not a bank bag, ignore for bank frame
@@ -1787,11 +1765,9 @@ function BankFrame:Initialize()
end
elseif event == "PLAYERBANKBAGSLOTS_CHANGED" then
-- Bank container slot changed (bag added/removed)
-- Must clear entire cache since bag structure changed
-- Clear bag scanner cache since structure changed
-- NOTE: Don't clear ItemDetection cache - item properties don't change
addon.Modules.BankScanner:ClearCache()
if addon.Modules.ItemDetection then
addon.Modules.ItemDetection:ClearCache()
end
end
-- Slightly longer delay to ensure WoW API has updated
+11 -4
View File
@@ -210,7 +210,14 @@ end
-- Sort items within a category
function Guda_SortCategoryItems(items)
if not items then return end
table.sort(items, function(a, b)
-- Guard against nil entries
if not a then return false end
if not b then return true end
if not a.itemData then return false end
if not b.itemData then return true end
-- Rank Trade Goods: meat (name ends with 'meat') = 2, egg (contains 'egg') = 1, others = 0
local function tgRank(d)
if not d or not d.name then return 0 end
@@ -227,8 +234,8 @@ function Guda_SortCategoryItems(items)
return ra > rb
end
-- Priority: consumable restore tags (eat > drink > restore > nil)
local pa = a.itemData and a.itemData.restoreTag or nil
local pb = b.itemData and b.itemData.restoreTag or nil
local pa = a.itemData.restoreTag
local pb = b.itemData.restoreTag
local function pr(t)
if t == "eat" then return 3 end
if t == "drink" then return 2 end
@@ -242,8 +249,8 @@ function Guda_SortCategoryItems(items)
if a.itemData.subclass ~= b.itemData.subclass then
return (a.itemData.subclass or "") < (b.itemData.subclass or "")
end
if a.itemData.quality ~= b.itemData.quality then
return a.itemData.quality > b.itemData.quality
if (a.itemData.quality or 0) ~= (b.itemData.quality or 0) then
return (a.itemData.quality or 0) > (b.itemData.quality or 0)
end
return (a.itemData.name or "") < (b.itemData.name or "")
end)
+9 -86
View File
@@ -110,91 +110,10 @@ local function Guda_GetUnusableColor()
return 0.9, 0.2, 0.2, 1.0
end
-- Build durability match pattern based on the client template
local durabilityPattern
if DURABILITY_TEMPLATE then
-- e.g. "Durability %d / %d" -> "Durability (.+)"
durabilityPattern = string.gsub(DURABILITY_TEMPLATE, "%%[^%s]+", "(.+)")
end
-- Tiny helper to compare font color to Blizzard's RED_FONT_COLOR
local function IsRedColor(r, g, b)
if not r or not g or not b or not RED_FONT_COLOR then return false end
local dr = math.abs(r - RED_FONT_COLOR.r)
local dg = math.abs(g - RED_FONT_COLOR.g)
local db = math.abs(b - RED_FONT_COLOR.b)
return (dr < 0.08 and dg < 0.08 and db < 0.08)
end
-- Scan tooltip for red text that is NOT a durability line
-- Uses shared tooltip from Utils module
local function IsItemUnusable(bagID, slotID, isBank)
bagID = tonumber(bagID)
slotID = tonumber(slotID)
if not bagID or not slotID then return false end
-- Get shared tooltip from Utils
local scanTooltip, tooltipName = addon.Modules.Utils:GetScanTooltip()
-- Some clients require SetOwner before every SetBagItem/SetInventoryItem to populate lines
if scanTooltip.SetOwner then
scanTooltip:SetOwner(UIParent or WorldFrame, "ANCHOR_NONE")
end
scanTooltip:ClearLines()
if isBank and bagID == -1 then
-- Bank frame item buttons map slots 1.. to inventory slots 40.. (39 + slot)
if scanTooltip.SetInventoryItem then
scanTooltip:SetInventoryItem("player", 39 + slotID)
else
-- Fallback to bag scan if API missing
scanTooltip:SetBagItem(bagID, slotID)
end
else
scanTooltip:SetBagItem(bagID, slotID)
end
if scanTooltip.Show then scanTooltip:Show() end
local num = scanTooltip:NumLines() or 0
for i = 1, num do
-- Scan LEFT column
local left = getglobal(tooltipName .. "TextLeft" .. i)
if left and left:IsShown() then
local text = left:GetText()
local r, g, b = left:GetTextColor()
-- Be tolerant with red detection in case client colors differ slightly
local isRed = IsRedColor(r, g, b) or (r and g and b and r > 0.85 and g < 0.3 and b < 0.3)
if text and isRed then
-- Ignore red durability (broken) lines
if durabilityPattern and string.find(text, durabilityPattern, 1) then
-- skip durability
else
if scanTooltip.Hide then scanTooltip:Hide() end
return true
end
end
end
-- Scan RIGHT column as well (required level etc can appear here on some clients)
local right = getglobal(tooltipName .. "TextRight" .. i)
if right and right:IsShown() then
local text = right:GetText()
local r, g, b = right:GetTextColor()
local isRed = IsRedColor(r, g, b) or (r and g and b and r > 0.85 and g < 0.3 and b < 0.3)
if text and isRed then
if durabilityPattern and string.find(text, durabilityPattern, 1) then
-- skip durability
else
if scanTooltip.Hide then scanTooltip:Hide() end
return true
end
end
end
end
return false
end
-- NOTE: IsItemUnusable detection is now handled by ItemDetection:IsUnusable()
-- which uses cached tooltip scanning to avoid duplicate scans per item.
-- The old IsItemUnusable, IsRedColor, and durabilityPattern have been removed
-- to prevent redundant tooltip scanning - all detection is now centralized.
-- Apply/remove red tint on item texture for unusable items
local function Guda_ItemButton_UpdateUsableTint(self)
@@ -225,7 +144,11 @@ local function Guda_ItemButton_UpdateUsableTint(self)
return
end
local unusable = IsItemUnusable(self.bagID, self.slotID, self.isBank)
-- Use cached detection from ItemDetection module (avoids duplicate tooltip scans)
local unusable = false
if self.itemData and addon.Modules.ItemDetection then
unusable = addon.Modules.ItemDetection:IsUnusable(self.itemData, self.bagID, self.slotID)
end
-- Ensure overlay exists (created in OnLoad, but be defensive)
if not self.unusableOverlay then
+4 -10
View File
@@ -649,16 +649,10 @@ function QuestItemBar:Initialize()
addon.Modules.Events:Register("BAG_UPDATE", function()
if bagUpdatePending then return end
bagUpdatePending = true
-- Debounce: wait 0.15 seconds before updating to batch rapid events
local debounceFrame = CreateFrame("Frame")
debounceFrame.elapsed = 0
debounceFrame:SetScript("OnUpdate", function()
this.elapsed = this.elapsed + arg1
if this.elapsed >= 0.15 then
this:SetScript("OnUpdate", nil)
bagUpdatePending = false
QuestItemBar:Update()
end
-- Debounce: wait 0.15 seconds before updating (uses pooled timer)
Guda_ScheduleTimer(0.15, function()
bagUpdatePending = false
QuestItemBar:Update()
end)
end, "QuestItemBar")
+4 -10
View File
@@ -312,16 +312,10 @@ function TrackedItemBar:Initialize()
addon.Modules.Events:Register("BAG_UPDATE", function()
if bagUpdatePending then return end
bagUpdatePending = true
-- Debounce: wait 0.15 seconds before updating to batch rapid events
local debounceFrame = CreateFrame("Frame")
debounceFrame.elapsed = 0
debounceFrame:SetScript("OnUpdate", function()
this.elapsed = this.elapsed + arg1
if this.elapsed >= 0.15 then
this:SetScript("OnUpdate", nil)
bagUpdatePending = false
TrackedItemBar:Update()
end
-- Debounce: wait 0.15 seconds before updating (uses pooled timer)
Guda_ScheduleTimer(0.15, function()
bagUpdatePending = false
TrackedItemBar:Update()
end)
end, "TrackedItemBar")