-- BulwarkFrame - data.lua -- Everything that touches the live client: the buffer aura, the swing timer, combat state. -- WoW-API file (parse-checked only; the arithmetic it feeds lives in core/ and is unit tested). -- -- Two reads, and they come from DIFFERENT enumerations -- settled in game on 2026-07-28, no -- longer an open question: -- * TIME -- aura 58130 "Earthen Bulwark", a BUFF. Seen by GetPlayerBuff / UnitBuff (spell id at -- return 3). Counts 8 seconds down; verified across eight appearances. -- * POOL -- aura 58127 "Earthen Bulwark Durability", a DEBUFF. Its stack count IS the fill -- level, 0..100 (verified building up: 20, 44, 70, 91, 100). It is NOT listed by the -- HELPFUL player-buff enumeration at all, only by UnitDebuff (spell id at return 4). -- Both ids stay configurable, and the reader takes each value from whichever aura reports it. BulwarkFrame = BulwarkFrame or {} local BF = BulwarkFrame local S = BulwarkFrameSwing -- Live state, read by ui.lua. One table, updated in place -- no per-frame allocation. BF.state = { active = false, -- buffer aura present stacks = 0, timeLeft = 0, maxHP = 0, inCombat = false, timeLeftAt = 0, -- GetTime() of the last timeLeft reading (see ScanAuras) lastSwingAt = 0, swingSpeed = 0, swingOffset = 0, hasPool = false, -- pool aura seen at least once this session (probe hint) hasTime = false, } -- ---- buff scan -------------------------------------------------------------------------- -- Walks one of the 64-slot unit aura enumerations looking for the buffer, and returns the -- (possibly raised) stack count plus the found flag. -- -- Deliberately a file-scope function taking its inputs as arguments rather than a closure built -- inside ScanAuras: as a closure it allocated one object per CALL plus one more per aura SLOT (the -- per-slot pcall wrapper), and ScanAuras is the PLAYER_AURAS_CHANGED handler -- an event that -- fires on every stack change of the buffer, i.e. on every absorbed hit. Roughly two dozen -- throwaway closures per incoming melee swing is exactly the GC churn the rest of this addon -- takes care to avoid. -- -- The per-slot pcall went with it. It was never per-slot error recovery either: the old code -- aborted the WHOLE walk as soon as one slot failed, so a single pcall around the walk (see the -- call sites) covers the same ground -- and UnitBuff/UnitDebuff on "player" with an integer index -- does not throw to begin with. The one behavioural difference is that a walk which errors part -- way through now contributes nothing instead of its partial count, which is the safer of the two. -- -- Note the id position differs between the two calls -- an easy trap: reading return 4 from -- UnitBuff (or 3 from UnitDebuff) silently yields nil and the aura is never matched. local function scanStacks(st, fn, idPos, poolId, timeId, stacks, found) local i = 1 while i <= 64 do local r1, r2, r3, r4 = fn("player", i) if r1 == nil then break end local id = (idPos == 4) and tonumber(r4) or tonumber(r3) if id == poolId or id == timeId then local n = tonumber(r2) if n and n > stacks then stacks = n found = true st.hasPool = true end end i = i + 1 end return stacks, found end -- Scans the player's buffs once and writes pool/time into BF.state. -- GetPlayerBuff walks HELPFUL slots; GetPlayerBuffID (SuperWoW) gives the spell id, which is the -- whole reason SuperWoW is a hard requirement -- matching the icon texture instead would collide -- with unrelated auras and produce a confidently wrong readout. -- -- GOTCHA (in-game verified): GetPlayerBuffTimeLeft returns 0 for a permanent buff, not nil, so -- "has a duration" must be tested as > 0. function BF.ScanAuras() local st = BF.state local db = BulwarkFrameDB local poolId, timeId = db.poolAura, db.timeAura local stacks, timeLeft = 0, 0 local found = false local i = 0 while i < 32 do local slot = GetPlayerBuff(i, "HELPFUL") if not slot or slot < 0 then break end local id = GetPlayerBuffID and GetPlayerBuffID(slot) if id == poolId or id == timeId then found = true -- Stacks AND duration are taken from whichever of the two auras carries them, rather -- than assuming the pool id owns the count. Reading the count only from poolId meant -- that if the buffer happens to sit on the other id, the aura was detected but the -- count stayed 0 -- and the "no count means one stack" fallback below then reported a -- single stack. On a full buffer that renders as 61 instead of 6117: a plausible -- number, off by a factor of a hundred. Whichever aura reports more wins; they cannot -- contradict each other because they describe the same buffer. local n = GetPlayerBuffApplications and GetPlayerBuffApplications(slot) if type(n) == "number" and n > stacks then stacks = n if id == poolId then st.hasPool = true end end local tl = GetPlayerBuffTimeLeft and GetPlayerBuffTimeLeft(slot) if type(tl) == "number" and tl > 0 and tl > timeLeft then timeLeft = tl st.hasTime = true end end i = i + 1 end -- The fill level is NOT reachable through GetPlayerBuff. Measured in game 2026-07-28 while the -- buffer was building (20 -> 44 -> 70 -> 91 -> 100): -- -- 58130 "Earthen Bulwark" -- UnitBuff, spell id at return 3, carries the TIME -- 58127 "Earthen Bulwark Durability" -- UnitDebuff, spell id at return 4, carries the STACKS -- -- The durability aura runs as a DEBUFF, and the HELPFUL player-buff enumeration above never -- lists it. Reading only that API is why a full buffer reported a single stack -- and one stack -- renders as 61 against a maximum of 6117: a plausible number, wrong by a factor of a hundred. -- -- The walk itself lives at file scope (see scanStacks above). pcall is handed the arguments -- directly instead of a wrapper closure, so this path allocates nothing at all. if UnitDebuff then local ok, s, f = pcall(scanStacks, st, UnitDebuff, 4, poolId, timeId, stacks, found) if ok then stacks, found = s, f end end if UnitBuff then local ok, s, f = pcall(scanStacks, st, UnitBuff, 3, poolId, timeId, stacks, found) if ok then stacks, found = s, f end end -- A buffer aura with no applications at all still means "buffer up": 1.12 reports a -- single-stack aura without a count, and treating that as 0 would blank the bar while it is -- protecting us. Only reached when NO source reported a count. if found and stacks == 0 then stacks = 1 end st.active = found st.stacks = stacks st.timeLeft = timeLeft -- When this reading was taken. GetPlayerBuffTimeLeft is only sampled on aura events, so the -- display interpolates from here instead of holding the same number until the next event -- -- otherwise an 8 second bar visibly steps down in chunks. st.timeLeftAt = GetTime() end -- Re-reads ONLY the remaining time, cheaply enough to run on a timer rather than waiting for an -- event. This exists because 1.12 does not reliably fire PLAYER_AURAS_CHANGED when an aura that is -- already up is merely REFRESHED: same aura, same stack count, new duration. The event-driven read -- then keeps its old timestamp and the interpolation counts down past a buffer that was in fact -- reset to 8 seconds -- which is exactly the reported symptom. -- -- Deliberately not the full ScanAuras: the stack count needs the two 64-slot unit enumerations, -- while the duration only needs the player-buff walk, so the expensive part stays event-driven. function BF.ScanTime() local st = BF.state local db = BulwarkFrameDB local poolId, timeId = db.poolAura, db.timeAura local timeLeft = 0 local i = 0 while i < 32 do local slot = GetPlayerBuff(i, "HELPFUL") if not slot or slot < 0 then break end local id = GetPlayerBuffID and GetPlayerBuffID(slot) if id == poolId or id == timeId then local tl = GetPlayerBuffTimeLeft and GetPlayerBuffTimeLeft(slot) if type(tl) == "number" and tl > timeLeft then timeLeft = tl end end i = i + 1 end -- Only accept a reading that moves the clock FORWARD (a refresh) or keeps it running down. -- A zero here means the aura is gone; the caller's active flag comes from ScanAuras. if timeLeft > 0 then st.timeLeft = timeLeft st.timeLeftAt = GetTime() end return timeLeft end -- ---- swing ------------------------------------------------------------------------------ -- Refreshes weapon speed and the latency offset. Cheap, but not per-frame cheap: called on -- swing events and on the slow ticker, not from OnUpdate. function BF.RefreshSwingInputs() local st = BF.state local db = BulwarkFrameDB local main = UnitAttackSpeed("player") if type(main) == "number" and main > 0 then st.swingSpeed = main end if db.swingUseLatency then local _, _, lag = GetNetStats() st.swingOffset = S.latencySeconds(lag, db.swingLatencyShare) else st.swingOffset = 0 end end -- ---- events ----------------------------------------------------------------------------- local driver = CreateFrame("Frame", "BulwarkFrameDataDriver") driver:RegisterEvent("PLAYER_ENTERING_WORLD") driver:RegisterEvent("PLAYER_AURAS_CHANGED") driver:RegisterEvent("PLAYER_REGEN_DISABLED") driver:RegisterEvent("PLAYER_REGEN_ENABLED") driver:RegisterEvent("UNIT_INVENTORY_CHANGED") -- Max health is the base of EVERY number on screen (maxPool = maxHP/5), so it must not be read -- only on zone-in and gear swaps. A stamina buff landing at the raid entrance -- Fortitude, Gift -- of the Wild, food, a world buff -- moves max health without either of those events, and the -- readout would then be ~10% low for the whole encounter. UNIT_MAXHEALTH carries a unit token in -- arg1 and fires for every group member, so it has to be filtered; PLAYER_LEVEL_UP carries the -- new level in arg1 and must NOT go through that filter. driver:RegisterEvent("UNIT_MAXHEALTH") driver:RegisterEvent("PLAYER_LEVEL_UP") -- SuperWoW's UNIT_CASTEVENT is the swing source: arg3 is "MAINHAND"/"OFFHAND" for auto-attacks. -- It is language independent and fires on misses too, unlike parsing combat-log text -- which is -- how the third-party swing timers get it wrong on a dodge. driver:RegisterEvent("UNIT_CASTEVENT") driver:SetScript("OnEvent", function() if event == "UNIT_CASTEVENT" then -- arg1 = caster GUID, arg3 = type. "MAINHAND"/"OFFHAND" are auto-attacks, not spells. -- Only the main hand drives the bar: an off-hand swing has its own clock, and drawing -- both on one line would show a marker that jumps backwards. if arg3 == "MAINHAND" and arg1 == BF.playerGuid then BF.state.lastSwingAt = GetTime() BF.RefreshSwingInputs() -- Redraw explicitly, because this branch returns before the shared RequestUpdate at -- the end of the handler. Without it a swing landing while idle and out of combat -- never re-attaches the update loop and the marker simply does not move -- the one -- wakeup path that is neither an aura nor a combat event. The call stays INSIDE the -- main-hand test on purpose: UNIT_CASTEVENT fires for every cast of every unit in -- range, and redrawing on all of them is exactly the churn this addon avoids. if BF.RequestUpdate then BF.RequestUpdate() end end return end if event == "UNIT_MAXHEALTH" then -- Health only: no GUID re-capture, no swing re-read. This fires for party and raid -- members too, hence the filter. if arg1 == "player" then BF.state.maxHP = UnitHealthMax("player") or 0 end elseif event == "PLAYER_LEVEL_UP" then BF.state.maxHP = UnitHealthMax("player") or 0 elseif event == "PLAYER_REGEN_DISABLED" then BF.state.inCombat = true elseif event == "PLAYER_REGEN_ENABLED" then BF.state.inCombat = false elseif event == "PLAYER_ENTERING_WORLD" or event == "UNIT_INVENTORY_CHANGED" then BF.state.maxHP = UnitHealthMax("player") or 0 -- Seeded from the live API, not only from the REGEN transitions: those fire on ENTERING -- combat, never on login, so a /reload taken mid-fight would leave the flag false for the -- rest of the encounter and strand anyone running "Combat only". BF.state.inCombat = UnitAffectingCombat("player") and true or false BF.CapturePlayerGuid() BF.RefreshSwingInputs() end if event == "PLAYER_AURAS_CHANGED" or event == "PLAYER_ENTERING_WORLD" then BF.ScanAuras() end if BF.RequestUpdate then BF.RequestUpdate() end end) -- The player's own GUID, needed to tell our swings from everyone else's. SuperWoW appends it as a -- second return of UnitExists -- resolved the same way elsewhere, rather than via a second API call. -- Cached on world entry, not read per event. BF.playerGuid = nil function BF.CapturePlayerGuid() local _, guid = UnitExists("player") if guid then BF.playerGuid = guid end return BF.playerGuid end