fix: bag freezing screen on initial open

This commit is contained in:
Vati
2026-04-16 14:00:41 +04:00
parent 9f3a6275ac
commit f1618b71bd
6 changed files with 140 additions and 23 deletions
+79 -10
View File
@@ -22,18 +22,27 @@ function CacheWarmer:WarmBagScanner()
end
end
-- Walk player bags 0-4 and queue one ItemDetection:GetItemProperties per
-- occupied slot, plus Utils:GetConsumableRestoreTag for consumables. The
-- work queue spreads them across frames within the existing 100ms-per-frame
-- budget. This warms both tooltip caches the bag-open path reads
-- (ItemDetection.detectionCache and Utils.tooltipCache.restoreTag), so the
-- first bag open doesn't pay for synchronous tooltip scans.
-- Walk player bags 0-4 and queue tooltip-scan work for every cache the
-- bag-open path reads, so the first DisplayItemsByCategory never blocks on
-- a cold lookup. Targets:
-- * ItemDetection.detectionCache — used for isJunk / isQuestItem rules
-- * Utils.tooltipCache.restoreTag — used for consumable food/drink grouping
-- * Utils.tooltipCache.bindOnEquip — used for the isBoE rule
-- * CategoryManager.categoryCache — used directly by the layout path
-- Queue order is FIFO and budget-limited to 100ms/frame, so this all runs
-- in the 0.5s–~2s window after PLAYER_LOGIN.
function CacheWarmer:WarmItemDetectionCache()
local Utils = Guda.Modules.Utils
local ItemDetection = Guda.Modules.ItemDetection
local CategoryManager = Guda.Modules.CategoryManager
local BagScanner = Guda.Modules.BagScanner
if not (Utils and Utils.QueueWork) then return end
if not (ItemDetection and ItemDetection.GetItemProperties) then return end
-- WarmBagScanner ran just before us, so GetBagData() is a cache hit and
-- returns the already-populated itemData with class/subclass/quality.
local bagData = BagScanner and BagScanner.GetBagData and BagScanner:GetBagData()
for bagID = 0, 4 do
local numSlots = GetContainerNumSlots(bagID)
if numSlots and numSlots > 0 then
@@ -42,6 +51,7 @@ function CacheWarmer:WarmItemDetectionCache()
if link then
-- Capture upvalues so the closure has stable bag/slot/link.
local b, s, l = bagID, slotID, link
Utils:QueueWork(function()
-- Minimal itemData — GetItemProperties only needs
-- .link to compute the cache key; bagID/slotID feed
@@ -49,16 +59,57 @@ function CacheWarmer:WarmItemDetectionCache()
ItemDetection:GetItemProperties({ link = l }, b, s)
end, "CacheWarmer.itemDetection")
-- Warm the consumable restoreTag cache too. Only consumables
-- ever carry the relevant tooltip lines, so check class via
-- GetItemInfo (cached by the client after the detection scan
-- above) and queue only matching items.
-- Consumable restoreTag cache (only consumables carry
-- "while eating" / "while drinking" / "use: restores").
Utils:QueueWork(function()
local _, _, _, _, itemType = GetItemInfo(l)
if itemType == "Consumable" and Utils.GetConsumableRestoreTag then
Utils:GetConsumableRestoreTag(b, s, l)
end
end, "CacheWarmer.restoreTag")
-- BoE tooltip cache. Only weapons/armor can be BoE; skip
-- everything else so we don't scan consumables / trade
-- goods tooltips for nothing.
Utils:QueueWork(function()
local _, _, _, _, _, class = GetItemInfo(l)
if (class == "Weapon" or class == "Armor") and Utils.IsBindOnEquip then
Utils:IsBindOnEquip(b, s, l)
end
end, "CacheWarmer.boe")
-- CategoryManager cache. Snapshot itemData fields because
-- BagScanner uses a pool and may recycle the table later.
-- The restoreTag field is populated inside the callback
-- (not here) because the restoreTag warmer runs first via
-- FIFO queue order — so by the time this fires, the
-- tooltipCache.restoreTag lookup is a cache hit.
if CategoryManager and CategoryManager.CategorizeItem and bagData then
local bag = bagData[b]
local slotData = bag and bag.slots and bag.slots[s]
if slotData and slotData.link then
local snapshot = {
link = slotData.link,
name = slotData.name,
class = slotData.class,
type = slotData.type,
subclass = slotData.subclass,
quality = slotData.quality,
texture = slotData.texture,
equipSlot = slotData.equipSlot,
}
Utils:QueueWork(function()
-- Pull restoreTag from warm cache so rules that
-- key on it (Food/Drink categories) match.
if snapshot.class == "Consumable"
and Utils.GetConsumableRestoreTag then
snapshot.restoreTag =
Utils:GetConsumableRestoreTag(b, s, snapshot.link)
end
CategoryManager:CategorizeItem(snapshot, b, s, false)
end, "CacheWarmer.category")
end
end
end
end
end
@@ -71,5 +122,23 @@ function CacheWarmer:Initialize()
Guda_ScheduleTimer(0.5, function()
CacheWarmer:WarmBagScanner()
CacheWarmer:WarmItemDetectionCache()
-- Completion marker — runs after all prior warmers drain. Re-layouts
-- the bag so items that fell back to their class bucket on the first
-- (cold-cache) render now land in their real categories, and re-sweeps
-- tints for items whose detection finished while the bag was already
-- open.
local Utils = Guda.Modules.Utils
if Utils and Utils.QueueWork then
Utils:QueueWork(function()
if Guda_BagFrame and Guda_BagFrame:IsShown()
and Guda.Modules.BagFrame and Guda.Modules.BagFrame.Update then
Guda.Modules.BagFrame:Update()
end
if Guda_BagFrame_UpdateAllUsabilityTints then
Guda_BagFrame_UpdateAllUsabilityTints()
end
end, "CacheWarmer.completionSweep")
end
end)
end
+11
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@@ -1056,6 +1056,17 @@ function CategoryManager:GetCategoriesByPriority()
return sorted
end
-- Cache-only variant. Returns the cached category id if present, or nil.
-- Used by the bag-open layout path so it never triggers cold-cache rule
-- evaluation (which can cascade into tooltip scans per item). CacheWarmer
-- populates the cache in the background; bags re-layout once warmup finishes.
function CategoryManager:CategorizeItemCached(itemData, isOtherChar)
if not itemData or not itemData.link then return nil end
local cacheKey = GetCacheKey(itemData.link, isOtherChar)
if not cacheKey then return nil end
return categoryCache[cacheKey]
end
-- Categorize an item using the rule engine
-- Returns category ID or "Miscellaneous" as fallback
function CategoryManager:CategorizeItem(itemData, bagID, slotID, isOtherChar)
+12
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@@ -581,6 +581,18 @@ function ItemDetection:IsUnusable(itemData, bagID, slotID)
return props.isUnusable
end
-- Cache-only lookup. Returns true/false when cached, nil when unknown
-- (no tooltip scan, no side effects). Lets the layout path skip tinting
-- on cold cache without blocking on ~80 tooltip scans.
function ItemDetection:IsUnusableCached(itemData)
if not itemData or not itemData.link then return nil end
local cacheKey = GetCacheKey(itemData.link)
if not cacheKey then return nil end
local props = detectionCache[cacheKey]
if not props then return nil end
return props.isUnusable
end
function ItemDetection:GetCharges(itemData, bagID, slotID)
if not bagID or not slotID then return nil end
local slotKey = bagID .. ":" .. slotID
+9 -6
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@@ -102,25 +102,28 @@ local function CancelDeferredUsabilityCheck()
end
end
-- Update usability tints on all visible item buttons
local function UpdateAllUsabilityTints()
-- Update usability tints on all visible item buttons — cache-only.
-- Every SetBagItem tooltip scan on a cold item can block 50-500ms, so we
-- never trigger scans from the bag-open path. Tints appear for items
-- already cached; uncached items stay untinted until CacheWarmer fills
-- them in (its BagFrame hook triggers a re-sweep when done).
function Guda_BagFrame_UpdateAllUsabilityTints()
if not Guda_BagFrame or not Guda_BagFrame:IsShown() then return end
-- Don't scan ~80 tooltips synchronously while the user is dragging the
-- frame — it can stall the engine for multiple seconds on cold caches.
-- The caller will reschedule after the drag ends.
if isFrameMoving then return end
for _, bagParent in pairs(bagParents) do
if bagParent and bagParent.itemButtons then
for button in pairs(bagParent.itemButtons) do
if button.hasItem and button:IsShown() and Guda_ItemButton_UpdateUsableTint then
Guda_ItemButton_UpdateUsableTint(button)
Guda_ItemButton_UpdateUsableTint(button, true) -- cacheOnly
end
end
end
end
end
local UpdateAllUsabilityTints = Guda_BagFrame_UpdateAllUsabilityTints
-- Schedule a deferred usability check with debouncing
local function ScheduleDeferredUsabilityCheck()
-- Create frame on first use
+12 -2
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@@ -42,9 +42,19 @@ function Guda_CategorizeItem(itemData, bagID, slotID, categories, specialItems,
return
end
-- Use CategoryManager rule engine if available, otherwise fall back to legacy logic
-- Use CategoryManager rule engine if available, otherwise fall back to legacy logic.
-- Fast path: cache-only lookup. CacheWarmer populates categoryCache in the
-- background; on cold miss we skip rule evaluation (which would otherwise
-- trigger tooltip scans per item) and use itemData.class as a rough bucket.
-- CacheWarmer's completion marker re-triggers BagFrame:Update so items land
-- in their real categories once warmup finishes.
if addon.Modules.CategoryManager then
cat = addon.Modules.CategoryManager:CategorizeItem(itemData, bagID, slotID, isOtherChar)
if addon.Modules.CategoryManager.CategorizeItemCached then
cat = addon.Modules.CategoryManager:CategorizeItemCached(itemData, isOtherChar)
end
if not cat then
cat = itemData.class or "Miscellaneous"
end
if not categories[cat] then cat = "Miscellaneous" end
table.insert(categories[cat], {bagID = bagID, slotID = slotID, itemData = itemData})
return
+17 -5
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@@ -848,8 +848,10 @@ end
-- 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)
-- Apply/remove red tint on item texture for unusable items.
-- When cacheOnly is true, skips the tooltip scan on cold cache and returns
-- untinted — the deferred pass in BagFrame fills in tints later.
local function Guda_ItemButton_UpdateUsableTint(self, cacheOnly)
-- Clear any existing tint/overlay first
if self.unusableOverlay and self.unusableOverlay.Hide then
self.unusableOverlay:Hide()
@@ -880,7 +882,16 @@ local function Guda_ItemButton_UpdateUsableTint(self)
-- 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)
if cacheOnly then
local cached = addon.Modules.ItemDetection:IsUnusableCached(self.itemData)
if cached == nil then
-- Unknown; leave untinted. Deferred pass fills this in later.
return
end
unusable = cached
else
unusable = addon.Modules.ItemDetection:IsUnusable(self.itemData, self.bagID, self.slotID)
end
end
-- Ensure overlay exists (created in OnLoad, but be defensive)
@@ -1885,9 +1896,10 @@ function Guda_ItemButton_SetItem(self, bagID, slotID, itemData, isBank, otherCha
if cd and cd.Hide then cd:Hide() end
end
-- Update unusable red overlay tint
-- Update unusable red overlay tint (cache-only on the layout path;
-- deferred pass in BagFrame runs the full scan spread via QueueWork).
if Guda_ItemButton_UpdateUsableTint then
Guda_ItemButton_UpdateUsableTint(self)
Guda_ItemButton_UpdateUsableTint(self, true)
end
else
-- Clear empty slot