Add one-shot UnitGUID diagnostics to OutlineDebug
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+11
-2
@@ -9,6 +9,7 @@ const logging = @import("../logging.zig");
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const tracker = @import("tracker.zig");
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const model_hook = @import("model_hook.zig");
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const d3d9_hook = @import("d3d9_hook.zig");
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const wow = @import("../wow.zig");
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const WINAPI = std.builtin.CallingConvention.winapi;
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const mod_mutex = @import("../mutex.zig");
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@@ -155,10 +156,16 @@ pub fn outlineCommand(L: lua.State) callconv(.{ .x86_thiscall = .{} }) u32 {
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/// Usage:
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/// /run DEFAULT_CHAT_FRAME:AddMessage(OutlineDebug())
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pub fn outlineDebug(L: lua.State) callconv(.{ .x86_thiscall = .{} }) u32 {
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var buf: [256]u8 = undefined;
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// One-shot diagnostic only: test WoW's GetGUIDFromName path when the user
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// explicitly runs OutlineDebug(). We deliberately do NOT call this every
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// frame while debugging stability.
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const unit_guid_player = wow.unitGUID("player");
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const unit_guid_target = wow.unitGUID("target");
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var buf: [320]u8 = undefined;
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const msg = std.fmt.bufPrintZ(
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&buf,
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"OutlineDBG en={d} own={d} mh={d} d3d={d} end={d} world={d} om={d} pg={d} lp={d} tg={d} to={d} scan={d} tgt={d} mdl={d} dip={d} odip={d} cache={d} sh={d} rt={d} pipe={d}/{d}",
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"OutlineDBG en={d} own={d} mh={d} d3d={d} end={d} world={d} om={d} pg={d} lp={d} tg={d} to={d} ugp={d} ugt={d} scan={d} tgt={d} mdl={d} dip={d} odip={d} cache={d} sh={d} rt={d} pipe={d}/{d}",
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.{
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@intFromBool(isEnabled()),
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@intFromBool(g_is_hook_owner),
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@@ -171,6 +178,8 @@ pub fn outlineDebug(L: lua.State) callconv(.{ .x86_thiscall = .{} }) u32 {
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@intFromBool(tracker.debug_local_player_seen),
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@intFromBool(tracker.debug_target_guid_seen),
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@intFromBool(tracker.debug_target_object_seen),
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@intFromBool(unit_guid_player != 0),
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@intFromBool(unit_guid_target != 0),
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@intFromBool(tracker.debug_object_scan_seen),
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@intFromBool(tracker.debug_target_seen),
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@intFromBool(tracker.debug_target_model_seen),
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