Scope PLAYER_EQUIPMENT_CHANGED to the changed slot

Replace the full IndexItems + action-bar rebuild with a single-slot
IndexEquipSlot using the event's arg1 (slot) and arg2 (hasCurrent),
and drop the now-pointless throttle/deferral. Bag-side deltas remain
covered by BAG_UPDATE_DELAYED; [equipped] runs off its own cache.
This commit is contained in:
Brues
2026-07-30 20:28:05 -05:00
parent a2db3ebd42
commit 8c85ce572a
2 changed files with 28 additions and 39 deletions
+16 -3
View File
@@ -196,13 +196,26 @@ function CleveRoids.IndexEquippedItems()
end
-- PERFORMANCE: Index a single equipment slot instead of all 20
-- Use when we know exactly which slot changed (e.g., from EquipBagItem)
function CleveRoids.IndexEquipSlot(inventoryID)
-- Use when we know exactly which slot changed (e.g., from EquipBagItem or
-- PLAYER_EQUIPMENT_CHANGED). hasCurrent is the event's arg2 (does the slot now
-- hold an item); pass false to skip the API probe on a slot we know is empty.
function CleveRoids.IndexEquipSlot(inventoryID, hasCurrent)
if not inventoryID then return end
local items = CleveRoids.Items or {}
local itemID = GetInventoryItemID("player", inventoryID)
-- Clear any stale inventoryID still pointing at this slot: the item that was
-- here is now unequipped or swapped out (its real location comes from the
-- paired BAG_UPDATE rebuild). Equip changes are user-paced, so this table
-- scan is off the hot path.
for _, entry in pairs(items) do
if type(entry) == "table" and entry.inventoryID == inventoryID then
entry.inventoryID = nil
end
end
-- hasCurrent == false (arg2) => slot is now empty, nothing to add.
local itemID = hasCurrent ~= false and GetInventoryItemID("player", inventoryID)
if itemID then
local name, itemLink, _, _, itemType, itemSubType, _, _, texture = GetItemInfo(itemID)
if name then