Instrument Outline Lua-to-render handoff
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+15
-4
@@ -200,6 +200,8 @@ fn addOutlineEntry(model_ptr: u32, cat: types.ModelCategory, mark: u8) void {
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/// Stores object pointers directly so classifyModel can match model
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/// back-pointers without any pointer dereferencing.
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pub fn scanObjects() void {
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debug_scan_called_seen = true;
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// Clear per-frame sets
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frame_outline_count = 0;
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tracked_obj_count = 0;
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@@ -210,14 +212,16 @@ pub fn scanObjects() void {
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// DEBUG10: EndScene must not call WoW object/game functions. On this client
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// those functions only behave correctly from the Lua/main-thread context.
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// Consume atomically published object pointers captured by OutlineDebug().
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const local_player = @atomicLoad(u32, &debug_pinned_player_obj, .acquire);
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const local_player = @atomicLoad(u32, &debug_pinned_player_obj, .seq_cst);
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if (local_player != 0) debug_pin_player_consumed_seen = true;
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if (local_player != 0 and game_obj_ptr_count < MAX_TRACKED_OBJS) {
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game_obj_ptrs[game_obj_ptr_count] = local_player;
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game_obj_ptr_count += 1;
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}
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const target_obj = @atomicLoad(u32, &debug_pinned_target_obj, .acquire);
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const target_obj = @atomicLoad(u32, &debug_pinned_target_obj, .seq_cst);
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if (target_obj != 0) {
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debug_pin_target_consumed_seen = true;
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addTrackedObj(target_obj, .target, 0);
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}
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@@ -288,6 +292,11 @@ pub var debug_target_object_seen: bool = false;
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pub var debug_unit_target_guid_seen: bool = false;
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pub var debug_unit_target_object_seen: bool = false;
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pub var debug_object_scan_seen: bool = false;
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pub var debug_scan_called_seen: bool = false;
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pub var debug_pin_player_published_seen: bool = false;
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pub var debug_pin_target_published_seen: bool = false;
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pub var debug_pin_player_consumed_seen: bool = false;
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pub var debug_pin_target_consumed_seen: bool = false;
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// DEBUG9: objects captured explicitly from OutlineDebug() while executing in
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// WoW's Lua/main-thread context. This lets us test the render/classification
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@@ -296,8 +305,10 @@ var debug_pinned_player_obj: u32 = 0;
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var debug_pinned_target_obj: u32 = 0;
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pub fn setDebugPinnedObjects(player_obj: u32, target_obj: u32) void {
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@atomicStore(u32, &debug_pinned_player_obj, player_obj, .release);
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@atomicStore(u32, &debug_pinned_target_obj, target_obj, .release);
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@atomicStore(u32, &debug_pinned_player_obj, player_obj, .seq_cst);
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@atomicStore(u32, &debug_pinned_target_obj, target_obj, .seq_cst);
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if (player_obj != 0) debug_pin_player_published_seen = true;
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if (target_obj != 0) debug_pin_target_published_seen = true;
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if (player_obj != 0) {
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debug_unit_player_object_seen = true;
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debug_local_player_seen = true;
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